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Dark Age of Camelot
Version 1.115 Release Notes
April 28, 2014
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Highlights
- NEW New Frontiers is here! Check out the changes to your Realm’s battlefields!
- New Capture-able Docks, Boating Changes, Ruined Keeps and More!
- New RvR Objectives! A new twist on old monuments!
- The Doppelgangers are back, and uglier than ever. Read about the updated rewards!
- Check out the changes to the Labyrinth!
- Want instant fully leveled Artifacts? Find out How to get ‘em!
New Frontiers Changes (Ywain Only)
Layout Changes
Hadrian’s Wall
- All Berkstead towers have been removed
- Caer Berkstead has been moved further east against the zone wall
- Erasleigh Outpost (4) has been moved north on top of the plateau.
- Benowyc Guardtower (1) and Outpost (3) have been removed
- Caer Benowyc, Benowyc Watchtower (2), and Benowyc Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.
- The Boat Dock and associated NPCs have been moved south down the river and been made capture-able.
Pennine Mountains
- Erasleigh Spire (3), Boldiam Outpost (3), Sursbrooke Spire (4), and Renaris Outpost (4) have been removed
Snowdonia
- The boat dock and associated NPCs have been removed
- Hurbury Outpost (3) and Hurbury Spire (4) have been removed
Forest Sauvage
- The Boat Dock and associated NPCs have been moved to the north shore of the river and been made capture-able.
- Renaris Spire (3) and Renaris Outpost (4) have been removed
Odin’s Gate
- A few paths have been cut through the impassable terrain to the south and east of Nottmoor Faste.
- All Nottmoor towers have been removed
- Nottmoor Faste has been moved further north and west against the zone wall
- Bledmeer Watchtower (2) and Outpost (3) have been removed
- Bledmeer Faste, Bledmeer Guardtower (1), and Bledmeer Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.
- The Boat Dock and associated NPCs have been moved east down the river and been made capture-able.
Jamtland Mountains
- Glenlock Outpost (4) has been moved east across the river and just into the zone of Uppland
- Glenlock Spire (3), Blendrake Spire (3), and Hlidskialf Outpost (4) have been removed
Yggdra Forest
- The boat dock and associated NPCs have been removed
- Arvakr Outpost (3) and Arvakr Spire (4) have been removed
Uppland
- Glenlock Outpost (4) in Jamtland has been moved east across the river and just into Uppland
- Boat Dock and associated NPCs have been moved to the west shore of the river and been made capture-able.
- Fensalir Spire (3) and Fensalir Outpost (4) have been removed
Emain Macha
- All Crimthainn towers have been removed
- Dun Crimthainn has been moved further west against the zone wall
- Crauchon Watchtower (2) and Outpost (3) have been removed
- Dun Crauchon, Crauchon Guardtower (1), and Crauchon Spire (4) have been set to a permanently “ruined” state with no guards. These structures can no longer be captured or attacked.
- The Boat Dock and associated NPCs have been moved south down the river and been made capture-able.
Breifine
- nGed Outpost (4) has been moved west and north across the river
- nGed Spire (3), Bolg Spire (4), and da Behnn Spire (3) have been removed
Mount Collory
- The boat dock and associated NPCs have been removed
- Scathaig Spire (3) and Scathaig Outpost (4) have been removed
Cruachan Gorge
- The Boat Dock and associated NPCs have been moved to the north shore of the river and been made capture-able.
- Ailinne Outpost (3) and Ailinne Spire (4) have been removed
Porting Changes
Permanent Portal Keeps
The following existing keeps in each realm have been altered to be Portal Keeps:
- Albion players will teleport to Caer Berkstead
- Midgard players will teleport to Nottmoor Faste
- Hibernia players will teleport to Dun Crimthainn
These keeps have the following attributes:
- May not be attacked
- May not be captured
- Very High Level, Invulnerable Guards
- Open courtyards with no inner keep
- Relatively close and equidistant to Agramon
- Siege weapons cannot be deployed around them
- Permanent Hasteners, Buff NPCs, several Quest NPCs, and Merchants have been added to all Portal Keeps
- Captured Relics will drop to the ground when Relic holders approach the PKs
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A portal stone inside that will teleport players to their realm’s centrally located keep, their Border Keeps, and any captured beach-head keeps in enemy realms
- It will be possible to port back to the PK from the centrally located keep in each realm and from any captured keeps in enemy realms.
- It will not be possible to port back to the PK from the Border Keeps.
Portal Ceremony
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A portal pad and ceremony NPCs have been added to the NF-side at each Strength Relic Town.
- This ceremony is on the same 3 minute timer.
- The bindstones on the NF side have been moved to the Strength Relic Town instead of the Border Keeps.
- Players will now release to the Strength Relic town instead of the Borderkeeps.
- A channeler has been added to each Strength Relic Town that will teleport players to the usual locations found on channelers in the rest of the world.
- A channeler has been added to the Power Relic Towns that will teleport players to/from the Border Keeps and the Strength Relic Town.
- The Strength Relic Towns have been accorded the same protections as the new Portal Keeps with invulnerable guards and the inability to place siege in a large radius around them.
- The ceremony will occur every 3 minutes instead of the old value of every 15.
- The ceremony will port everyone standing on the pad to the portal keeps mentioned above with no need to wear a necklace. Because of this, apprentice teleporters have been placed just outside of the portal pad that will see to your normal porting needs.
Portal Stones and Keep Porting changes
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Realm portal stones have been removed from the following locations and these locations can no longer be teleported to via the remaining stones:
- Caer Renaris
- Caer Hurbury
- Caer Benowyc
- Fensalir Faste
- Arvakr Faste
- Bledmeer Faste
- Dun Ailinne
- Dun Scathaig
- Dun Crauchon
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Realm portal stones have been removed from the following locations and these locations can no longer be teleported from:
- Castle Sauvage Border Keep
- Snowdonia Border Keep
- Svasud Faste Border Keep
- Vindsaul Faste Border Keep
- Druim Ligen Border Keep
- Druim Cain Border Keep
The remaining Portal Stones will function as before:
- The center keep in each realm, permanent portal keep, and two invade-able beachhead keeps in each realm can be teleported to with the standard 5 second wait time
- For the center and invade-able beachhead keeps, the requisite amount of towers will still need to be controlled in order to port.
TERRAIN:
- New player pathways have been added from the shorelines on the outer south, east, and west Agramon that allow passage to Agramon's Decayed Lands.
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New one-way paths have been added behind each realm's Milegate wall that takes players to the center of Agramon.
- One-way paths mean that the path can only be entered on the home realm's side of the milegates and exited near decayed lands.
- These paths will take players around the outside of one of their realm's milegates and end at a cul-de-sac for each realm in the center of Agramon.
- These paths are not too-steep-to-climb terrain and can be freely backtracked except for at the path's 'exit' into the central area of Agramon.
- The ‘exit’ is demarked by rocky terrain.
Boating
- Center Keep docks have been removed.
- Merchant Keep docks have been moved further inland to be roughly equidistant from the new Portal Keeps and Center Keeps in each realm, and are now called Mainland Docks.
- Mainland Docks are still capture-able but no longer toggle the ability for realms to be able to boat. They are simply capture-able objectives that prevent the home realm access to their dock.
- Mainland Docks, when owned by the home realm, will take players to the beachhead of the new Ruined Keeps in either opposing realm.
- Mainland Docks, when owned by an opposing realm, will provide quests that direct players to the Ruined Keeps and mazes in each realm.
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3 new Agramon Docks have been added in the following locations, with passable terrain paths added to allow access to them from inner Agramon:
- Directly in between the Midgard and Albion milegates along the outer east wall of Agramon.
- Directly in between the Midgard and Hibernia milegates along the outer west wall of Agramon.
- Directly in between the Albion and Hibernia milegates along the outer south wall of Agramon.
- These new Agramon Docks are capture-able and will default to the following realm's control on server up, however they can be captured and used by any realm:
- East Agramon Dock - Defaults to Hibernia Control
- West Agramon Dock - Defaults to Albion Control
- South Agramon Dock - Defaults to Midgard Control
- Once captured, the new Agramon Docks spawn the familiar Dock encounter guards and become usable for the realm that captured them.
- The Agramon docks will take players to either enemy realm's coast.
- Docks and associated NPCs in the Relic Keep zones have been removed.
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Capture-able docks have been added on each realm's river mid-way between the Strength Relic Town's Milegates and the Center Keep that take players down their realm's river towards the power relic keep, turn around, and end back at the Center Keep Island.
- These docks follow the same rules as the Mainland Docks in how they are captured.
- Merchant Keep docks will only have two boat tickets available for purchase, one to each opposing realm.
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Merchant Keep docks will have asymmetrical encounters that control who owns them:
- Defending realm Dockmasters will be protected by 2 orange-red guards and 1 red-purple guard captain. These guards will have a small agro radius and be stationary, but once attacked will have long cast ranges and be difficult for less than half a group to defeat in a reasonable amount of time.
- When a dock is captured by an enemy realm, the dock will be protected by 4 red-purple guards and 1 purple guard captain. These guards will have a small agro radius and be stationary, but once attacked will have long cast ranges and be difficult for less than a group to defeat in a reasonable amount of time.
- When a dock is captured, the opposing realm’s guards will immediately spawn along with their realm’s prescience node.
- When an enemy guard contingent is defeated, the home realm’s guards will immediately spawn along with the dockmaster and prescience node.
- Dock boat wait times have been reduced from a total of 45s down to 25s. This includes the the time boats remain at the dock for player boarding.
- Boat speed has been increased.
Movement
With changes to boating and the focus on running being the primary means of travel outside of the portal ceremony we have some exciting changes coming to movement speed
- The Hastener NPC buff ‘Speed of the Realm’ has been increased from 150% to 170%.
- The bounty gem speed buffs have been increased from 150% to 176%.
- The last level of Sorcerer, Theurgist, Healer, Runemaster, Enchanter, and Warden speed-chants have been be increased from 156% to 176%.
- Mount Saddles and Armors will now have a +54% speed increase attached to them.
- When combined with a horse (which has a 150% speed bonus) the player will be able to travel at 204% speed – or the same speed as a Skald, Minstrel, or Bard.
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Mounts will maintain their multitude of restrictions and disadvantages:
- Players must stand still for 3 seconds to call their mount
- Shape-shifts will prevent being able to mount
- Mounts will not dive
- Mounted players are bigger targets
- Players will be unable to mount when indoors or underground.
- Mount Saddles and Armors are craft-able items in the Metalworking line.
- Mount Saddles and Armors will all have the same 54% speed increase but will be differentiated by their art and use requirements:
Crafted:
o Heroic Saddle (Champion Level 0) (still have to be level 50 for this)
o Heroic Light Armor (CL1)
o Heroic Medium Armor (CL3)
o Heroic Heavy Armor (CL5)
o Sinister Saddle (CL1)
o Sinister Light Armor (CL2)
o Sinister Medium Armor (CL4)
o Sinister Heavy Armor (CL6)
o Mystic Saddle (CL2)
o Mystic Light Armor (CL3)
o Mystic Medium Armor (CL5)
o Mystic Heavy Armor (CL7)
Dropped:
o Albion/Midgard/Hibernia Saddle (CL5)
o Albion/Midgard/Hibernia Light Horse Armor (CL8)
o Albion/Midgard/Hibernia Medium Horse Armor (CL9)
o Albion/Midgard/Hibernia Heavy Horse Armor (CL10)
RvR Objectives
Ruined Keeps
- The Ruined Keeps of Caer Benowyc, Bledmeer Faste, and Dun Crauchon will award 5% bonus realm points for fighting in and around them.
- Ruined Keeps and Towers cannot be attacked or captured.
- The Ruined Keeps and Towers have had all of their doors opened, siege towers spawned, and wall-holes made.
- All realm guards have been removed inside Ruined Keeps and Towers.
- Postern doors inside Ruined Keeps and Towers will work for all realms.
- Climb points on these keeps and towers have been disabled.
- Captured Relics may still be placed in Ruined Keeps. Capturing a Relic in a Ruined Keep will spawn a Relic Guards similar to a Keep Lord which must be killed in order to free the captured Relic.
- Repair Supplies have been scattered around each Ruined Keep and Rubble around each realm’s maze area. Capture a dock in an enemy realm to get a quest that will reward you for collecting these!
Capture-able Docks
- Docks controlled by their home realm will have a Red-Purple con Dock Guard Captain and two Orange Dock guards; control flips when the Captain is defeated.
- Docks captured by an enemy realm will have a Purple con Dock Guard Captain and four Red con Dock guards; control flips when the Captain is defeated.
- Capture docks in enemy mainlands to get access to new quests that send players to battle near the maze areas and Ruined keeps!
- Capture docks in Agramon to obtain a quest to kill 20 enemy realm players on Agramon!
Milegates
- Agramon Milegate doors will now always be open.
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Agramon Milegate gatehouse doors now function like Cathal Valley’s gatehouse doors in that they only work for players of the milegate’s realm but can be attacked.
- These gatehouse doors will now teleport players into the gatehouse instead of open like normal doors.
- These gatehouse doors have had their durability considerably reduced and are fairly easy to destroy with melee.
Minotaur Relics
- The restrictions on frontier Minotaur Relics spawning and several of them requiring players to be grouped in order to hold them have been removed.
- They will always be spawned and available on the map now.
- Minotaur Relics in the frontier have had their locations and bonuses changed and one new one has been added:
Uruz (Agramon)
- Provides 10% bonus to RP/XP/BP/Coin
- No mob encounter
- Found in the center of Decayed Lands
Farsia (Pennine):
- Currently 10% Heal Bonus
- Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
- Now found in between Caer Sursbrooke and Caer Erasleigh near the Great Drakes.
Thatanu (Hadrian's):
- Currently 10% Heal Bonus
- Changing to 10% Heal bonus + 3% RP/BP/Coin/XP buff (both group-only)
- Now found on the plateau in between Benowyc and Erasleigh
Benun (Jamtland):
- Currently 50% Siege Protection
- Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
- Now found on the coast in between Blendrake and Hlidskialf
Unver (Odin's Gate):
- Currently 75% Siege Protection + 70.0 Essence Damage (which actually means damage to objects like doors/siege/fonts etc.)
- Changing to 10% Aura of Health + 3% RP/BP/Coin/XP buff (both group-only)
- Moved west onto the plateau closest to Bledmeer
Temel (Breifine):
- Currently 10% bonus to XP, BP, RP, Coin, and CLXP
- Changing to 50% siege haste buff for individual holder, siege lore buff to the group, and +75% siege protection for up to 20 targets in radius of holder
- Now found on the coast in between Bolg and da Behnn
Mahir (Emain):
- Currently 10% bonus to XP, BP, RP, Coin, and CLXP
- Changing to 5% melee/magic crit + 3% RP/BP/Coin/XP buff (both group-only)
- Now found on the hill overlooking where Crauchon Outpost (3) used to be, behind the gorbachend encampment.
Individual Objectives
Doppelgangers
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Royal Accountants have been placed in each realm’s new Portal Keep and will grant players 2 new Doppelganger quests!
- The new version of the quest ‘Anatomy of an Ancient Foe’ will reward players with their choice of Doppelganger Cloak.
- The new version of the quest ‘A New Threat in an Old Form’ will grant players a large cache of Realm Points.
- Doppelgangers will no longer grant RPs or BPs when killed
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Doppelgangers will instead drop a Realm Shard as follows:
- Doppelgangers in Albion will also have a chance to drop an Albion Shard which can be looted by any realm.
- Doppelgangers in Midgard will also have a chance to drop a Midgard Shard which can be looted by any realm.
- Doppelgangers in Hibernia will also have a chance to drop a Hibernia Shard which can be looted by any realm.
- Doppelgangers in Agramon will also have a chance to have a chance to drop any 1 of the 3 realm shards
- Doppelgangers will also have a chance to drop a stack of rare Alchemy Components or rare siege ammunition in addition to the realm shards.
- Doppelgangers will only spawn in Agramon, the zones closest to Agramon in each realm, and the central zones in each realm.
- 15 Doppelgangers can be up in each realm at once, out of a potential 24 locations.
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6 Doppelgangers can spawn on Agramon, out of a potential 10 locations.
- Doppelgangers spawned on Agramon have a chance to drop any 1 of the 3 realm shards.
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Doppelganger Lords have a chance to spawn in 1 of the 3 locations on Agramon
- Doppelganger lords resemble Apocolypse, Queen Kula, or Olcasgean.
- Doppelgangers lords have a chance to drop any of the 3 realm shards
- Doppelganger lords will grant the Doppelganger Braceleot One-Time-Drop.
- The quest for the OTD has been changed so that all players can get it once more.
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/Using these Realm specific shards will grant players a random shard piece that can be combined with the other 2 types of shard pieces into a very rare item.
- Albion Shards can be /used to obtain Shard 1 of 3 items
- Midgard Shards can be /used to obtain Shard 2 of 3 items
- Hibernia Shards can be /used to obtain 3 of 3 items
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Players will need each 1, 2, and 3 shard pieces in order to obtain a complete item.
- Once all 3 shard pieces for a given item type have been obtained, players can simply /use one of the shards to create the item!
- Shard pieces can only be combined in this way when all 3 shard types are in a player’s inventory. It will not be possible to combine 2 of the 3 shards.
- ML10 Weapons, some ML10 armor, other rare items, new Mythirians, and rare mount armor are examples of some of the obtainable items after combining the item pieces.
Dock Quests
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New quests have been added to each Agramon Dockmaster. These new quests provide rewards for killing enemy realm players on Agramon. These quests can only be turned into an Agramon Dockmaster.
- These quests can only be obtained and turned-in to dockmasters at Agramon docks that are under your own realm’s control.
- Completing these quests will grant players with 1 of the Doppelganger Realm Shards.
- New quests have been added to NPCs guarding captured Mainland Docks. These quests reward players for venturing to the Ruined Keeps and Mazes in each realm.
- These quests can only be obtained and turned-in to the dock guards at enemy-realm Mainland Docks that have been captured by your own realm.
- You cannot obtain or turn-in these quests at Mainland Docks in your own realm.
- Completing these quests will grant players with 1 of the Doppelganger Realm Shards and 500 Bounty Points.
Labyrinth changes
- The guards inside the Agramon Labyrinth towers have been removed.
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Zoning into the Labyrinth from Agramon now takes players to an obelisk in Nurizane's Crossroads.
- This is true for the Gaheris server as well.
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Exiting the Labyrinth to the Agramon tower is no longer possible. This zone line has been disabled.
- This is true for the Gaheris server as well.
Mob camp changes
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Several Mob camps have been removed from Agramon:
- Pictish camps
- Giant Lusus in Starlight Lake
- Fiendish Minions in Decayed Lands
- Icestriders behind the Midgard milegates
- Cave Fairies behind the Albion milegates
- Grogans near the Albion milegate
- Feral Prowlers near the Hibernia milegate
- Huge Shadow Wolves near the Midgard milegate
- Plated Fiends in Decayed Lands
- Frogs behind the Albion milegate
- Tainted Stags in Decayed Lands
- All mobs on the Agramon land bridges
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Some mobs still remain on agramon:
- Existing quest mobs
- New Doppelgangers
- Cave Fairies have been added near the tower between Albion and Hibernian Milegates
- Undergoblin grunts
- Torcans
- Creeping Cave spiders
- Charm-able mobs have been added in and around each realm’s Portal keep to compensate for the mob removals on Agramon.
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Several Mob camps have been removed, moved, or added in Albion as noted:
- Legionnaires have been removed from their encampment near Benowyc’s dock.
- Legionnaires near Benowyc Spire have been moved further south to the aqueduct ruins.
- Outlaw hunters in the trees south of Benowyc Spire have been removed
- Flatland Bounders south of Caer Berkstead have been removed
- Several legionnaires south of Berkstead have been consolidated to only one of the ruins.
- The Pictish encampment south of Berkstead has been removed
- The western basilisk youths have been moved from the north of Caer Sursbrooke to the south.
- Several miscellaneous mobs have been removed in the woods south of the Albion maze and north of Caer Sursbrooke
- A high level mob camp has been added nearby the Boldiam Spire
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Several Mob camps have been removed, moved, or added in Hibernia as noted:
- Mobs found in the graveyard south of Dun Crauchon have been removed
- The Moss monsters around Dun Bolg have been removed
- The megafelids north of Dun Bolg have been removed
- The giant lusus in the swamp around Dun Bolg have been removed
- The grannies south of Dun Bolg have had their numbers reduced
- The bananach outside Dun da Behnn have been removed
- The cruiach demons have been moved to the northwest plateau in the southern half of Breifine
- Several of the mobs along the coastline north of Dun Bolg have been removed
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Several Mob camps have been removed, moved, or added in Midgard as noted:
- The Wyvern’s west of Nottmoor have been moved further east between Notmoor and Glenlock.
- The bone-eaters outside Nottmoor have been moved near where Glenlock Outpost used to be, west of Glenlock
- Several Frost Giants have been removed between Bledmeer and Blendrake
- The dire wolverines west of Blendrake have been removed
- Several frore liches and mature wyverns have been removed from southern half of the woods north of Blendrake
- The icestriders near the Passage of Conflict entrance have had their spawn radius decreased and number reduced
- A new high level mob camp has been placed near the new Glenlock Outpost’s location
General Changes
- Boat speed has been increased.
- Deathspam radius has been reduced to about 1.5 zone lengths.
- When a character fires a siege weapon, there is now a 3 second timer preventing the firing of another siege weapon by that character.
- All members of a Battlegroup within 4000 units of the capture point now get Relic capture credit
- Spell, ability and item use timers now take into account time elapsed while offline.
- The Realm War Map player location marker now shows proper player facing.
- PBT spells no longer affect fire and forget pets.
- All crafted item use timers have been reduced to 90 seconds (down from 180 seconds). This fixes the issue with celerity charges not being their proper re-use timer length.
- Mainland dock masters now complete specific Champion and Labyrinth quests.
- Frontier maps have been adjusted to better reflect the new paths added to Agramon
- Frontier maps have been adjusted to reflect the new Mainland and Agramon docks
- The interact-timer for merchant purchases has been reduced.
Artifact Encounter Changes
- All artifact encounters have been changed to allow players who perform the artifact's PvE encounter an activated and fully-leveled version of the artifact. Players will need to return to a new NPC in the Hall of Heroes to complete the new quests associated with the artifact encounters in order to receive the fully-leveled artifact.
- Artifacts will become fully leveled when they enter your character's inventory. Do not be alarmed if you delve the item from the quest window and it is level 0.
- A new Artifact Replacement NPC has been added to the Hall of Heroes of each realm that will replace any of the new, fully-leveled artifacts for players who lose them.
- Players with existing Artifact credit will have to complete the encounter again to receive the fully leveled Artifact. This is only possible if the existing Artifact is not in your inventory (this includes equipped, personal inventory, and personal vault).
Class Changes
Bainshee
- The pulsing PBAoE spell is capped at 9 pulses now. Players will have to recast the spell after the 9th pulse fires.
Quest Changes
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The Pictslayer event has entered its final and permanent stage.
- Pict scout camps have been removed from the mainland zones
- Pict scout camps have been removed from frontier zones except for the camp in Pennine Mountains, Jamtland Mountains, and Breifine.
- All existing Pictslayer quests will be disabled.
- A new quest has been added, “The Ongoing Pictish Nuisance,” which can be obtained from Sir Yvain in Albion, Sinfjotli Sigmundarson in Midgard, and Fionn mac Cumhaill in Hibernia
Bug Fixes
- Draughts of Heroism and Supremacy should now be more consistently usable when moving on speed.
- Draughts of Supremacy will now fully buff players after they have been sheared.
- Bug Fixes: - The buffs given by the Draught of Supremacy are now shearable by both yellow and red-level shear
- Bug Fixes: - The level 12 Paladin spell, Chant of Stamina, is once again available in the Chants Specialization.
Engineering
- The "screenshot" and "camera toggle" keys are now changeable (this also frees up F11 and NumPad – for other uses).
- Tab (or other key) targeting of enemies, friends, objects and loot now has a range of 1500 units (up from 1024).
- Steep terrain slope snare effect reduced from 50% to 25%New Frontiers Changes (Ywain Only)
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Dark Age of Camelot
Version 1.115b Release Notes
June 25, 2014
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Highlights
• Agramon Towers get a new look and a new purpose! Read on to learn more!
• Move more freely throughout the Frontiers with our updates to Docks and Keeps!
• It’s now easier than ever to turn in reforming energies for your loot!
• Quest changes, bug fixes, and new items! Check out the changes below!
RVR
New Frontiers
Agramon
• Agramon Towers are now old-style NF towers in place of the Labyrinth towers.
• Players can no longer port to the Labyrinth from Agramon
• New Agramon towers are in a perpetual ruined state with opened doors. They cannot be repaired.
• New Agramon towers are tied to the outpost system and appear on the /rw Agramon map, can be claimed, captured, and upgraded. They also contribute to control of Darkness Falls.
• New Agramon towers are still only a one-way port. They can be reached by standing next to a portal stone and using the Realmwar Map's Agramon tab.
• Custom UI users will need to update the 'realmwar_agramon.xml' file in order to see the new Agramon towers on the Realmwar Map.
Keep Porting Changes
• A home realm can now port to all of its keeps as long as they own the requisite towers. This includes relic and the coastal keeps but not ruined keeps.
• Invading realms will still only be able to port to captured coastal keeps if they have the requisite towers controlled.
Darkness Falls
• Darkness Falls access is now gated by the number of both keeps and towers controlled by a realm, rather than just keeps.
Dock Changes
• A new dock will be added on the coast in-between the ruined keeps and Portal Keeps.
o This dock will take players to the coastline near the enemy realm's Portal Keeps.
o The new Portal Keep docks will be able to be captured just like the Mainland docks.
o Captured Dock Guards will award the same RvR quest that the captured Mainland and Relic-town dock guards give
• Agramon docks have had their boat route changed to the take players further down the enemy realm's coastlines
• A new boat option has been added to the Mainland docks that will take players to the enemy realm's coasts near the Ruined Keeps. This is the same drop-off that was used by the Agramon docks
• The Relic-town docks' boat paths have been altered so that it goes straight down the river to their realm's bridgehead entrance to Agramon. This boat path will no longer swing upriver towards the Relic Keeps
General Changes
Logout Changes
• Players can once again logout in friendly keeps and towers
• Players should no longer be erroneously ported to the Relic Town when logging out in the Portal Keeps
Reforming Energy Changes
Reforming energy Item changes
• A new item has been introduced: the orb of reforming energy. This item is equivalent to 5 reforming energies for turn-in purposes.
• A new item has been introduced: the cache of reforming energy. This item is equivalent to 15 reforming energies for turn-in purposes.
• Reforming energies can now be /used when in an exact stack of 5 to create an orb of reforming energy. Players will receive a message stating that they cannot discharge the reforming energy if it is in a stack of any other quantity.
• Reforming energies can now be /used when in an exact stack of 15 to create a cache of reforming energy. Players will receive a message stating that they cannot discharge the reforming energy if it is in a stack of any other quantity.
• The orb of reforming energy can be /used when in an exact stack of 3 to create a cache of reforming energy. Players will receive a message stating that they cannot discharge the orb of reforming energy if it is in a stack of any other quantity.
o Existing reforming energy stacks will not receive these changes until they are stacked onto a newly received reforming energy.
Reforming energy turn-in changes
• The amount of reforming energies able to be turned in to the trogo zontanos mageia at once has been increased from 5 to 15. The loot selection process will work just as it did prior to th patch in that players will still be able to select any combination of encounters until they run out of submitted reforming energies.
• Players can alternatively turn-in up to 3 orbs of reforming energy or 1 cache of reforming energy to trogo zontanos mageia at a time.
Reforming energy loot changes
• Only 2 essences of an afrit are required to make a reforming energy now, instead of the 5 previously required
• Weakened Afrits, Elemental Afrits, and Confused Afrits still have a chance to drop 1 essence of an afrit each. These chances have been increased slightly.
• Afrits now drop a single reforming energy and 1 essence of an afrit.
• Master Afrits now drop an orb of reforming energy
Items
• New items have been added to the Doppelganger Shard loot table including the Draught of Supremacy and the Astral Voltaic Polearm
• A new potion has been introduced and added to the Doppelganger Shard loot table: The Draught of Celerity
o This item provides a 15% Celerity buff for 10 minutes. The Potion has 30 charges
• A new item has been introduced – The Doppelganger Arcane Mace
• Doppelganger Shards now have a chance to drop an orb of reforming energy and a slightly lesser chance to drop a cache of reforming energy. These will drop as complete items, not shards, and will drop in lieu of a shard rather than in addition to one.
Quest Changes
Pict Quest Changes
• The Picts have returned to the power relic temples
• Relic Milegates are now closed by default until the Center Keep is taken
• The Pictslayer quest can only be completed once per character and still asks players to defeat all 3 Pict high lords
Doppelganger Changes
• Doppelganger spawn locations have been reduced
o Hadrian’s Wall, Odin’s Gate, and Emain Macha spawn locations have been reduced from 16 to 10
o Pennine Mountains, Jamtland Mountains, and Breifine spawn locations have been reduced from 8 to 6
o Agramon spawn locations have been reduced from 10 to 7
Glass Quest Changes
• Atlantean Glass Quests have received an overhaul.
o New quests, that can only be completed once per character, have been added that will yield a substantial amount of glass and XP to players
o These new quests are essentially the same as the old repeatable ones except that players are asked to complete them in a more linear fashion
o New repeatable quests will become available to players after they have finished the non-repeatable quest for each monster type. These quests reward no glass but the same experience and coin
o Players should visit Destin, near the Djinn stone along the outer wall of the Oceanus Haven, to begin the new quests.
Bug Fixes
• Pets should now move less erratically while following mounted players
• Pets should once again perform melee styles
• Some spells should fire more consistently now (zephyr, enervating poisons)
• Warlock chambers should once again appear over their heads when loaded
• Timers will continue to countdown while offline but NPC Buffs are now permanent in duration
• Several adjustments have been made to the collision inside the Labyrinth dungeon that should prevent players from accessing areas inside or behind game geometry
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Dark Age of Camelot
Version 1.115c Release Notes
August 27, 2014
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Highlights
- Relics have returned to Relic Temples! Read on to find out why you should start planning your next Relic raid today!
- New Frontiers adjustments abound! You spoke and we listened! Get back into the groove with some familiar action in NF!
- Keeps have never looked this good! Keep art has received some truly fantastic updates! This is something you have to see!
World Changes
Realm vs. Realm
Frontiers
Relic Changes
- Each realm’s home Relics shrine has been moved back to their respective Relic Temple
- The Scabbard of Excalibur is now stored in Castle Excalibur
- Merlin’s Staff is now stored in Castle Myrddin
- Thor’s Hammer is now stored in Mjollner Faste
- The Horn of Valhalla is now stored in Grallarhorn Faste
- Lug’s Spear is now stored in Dun Lamfhota
- The Cauldron of Dagda is now stored in Dun Dagda
In order to remove a Relic from a Relic Temple, a realm must first open up the Relic Milegates:
In Albion:
- Capturing Caer Renaris and any other keep in Albion will open one Albion Strength Relic Gate
- Capturing Caer Renaris and two other keeps in Albion will open both Albion Strength Relic Gates
- Capturing Caer Hurbury and any other keep in Albion will open one Albion Power Relic Gate
- Capturing Caer Hurbury and two other keeps in Albion will open both Albion Power Relic Gates
In Midgard:
- Capturing Fensalir Faste and any other keep in Midgard will open one Midgard Strength Relic Gate
- Capturing Fensalir Faste and two other keeps in Midgard will open both Midgard Strength Relic Gates
- Capturing Arvakr Faste and any other keep in Midgard will open one Midgard Power Relic Gate
- Capturing Arvakr Faste and two other keeps in Midgard will open both Midgard Strength Relic Gates
In Hibernia:
- Capturing Dun Ailline and any other keep in Hibernia will open one Hibernian Strength Relic Gate
- Capturing Dun Ailline and two other keeps in Hibernia will open both Hibernian Strength Relic Gates
- Capturing Dun Scathaig and any other keep in Hibernia will open one Hibernian Power Relic Gate
- Capturing Dun Scathaig and two other keeps in Hibernia will open both Hibernian Power Relic Gates
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To capture a relic from a Relic Temple, players will simply have to kill the new Relic Lords guarding the temples
- The Relic pillar mechanic is no longer used
- When captured by an enemy realm, Relics can be stored in any home realm keep except for the Portal Keeps
Keep Changes
- The Ruined Keeps are now able to be captured, claimed, upgraded, and ported to and from by the realm that controls them
- These keeps will remain in a Ruined state
- These keeps will now show the realm that owns them on the /realmwar map
- The Relic Keeps are now normal, defensible and capture-able keeps
- As before, if captured, enemy realms will not be able to teleport to or from these keeps
Porting Changes
- Coastal Keeps can now only be teleported to and from by enemy realms that own them and all of their towers
- Ruined Keeps can now captured, and players may teleport to and from them, provided that all ruined towers are captured as well
Dock Changes
- All 1.115 Dock locations and capture mechanics have been removed with the exception of the Agramon Docks
- Docks and Boat Destinations have been restored to pre-1.115 locations
- There are now 4 docks in each realm
- These docks cannot be captured
- One dock near the Ruined Keep
- One dock near the Center Keep
- One dock at the river near the Strength Relic Milegate
- One dock at the river near the Power Relic Milegate
- All docks will take players to the other realm’s Ruined Keep and the 2 Coastal Keeps
- Players will still not be able to boat to Caer Berkstead, Nottmoor Faste, or Dun Crimthainn
Art
Keep Art
- All Keeps in the New Frontiers have had their art updated and improved!
- Light-mapping has been added or updated in all Keeps and towers in NF
- Keeps will no longer appear as fully lit during night hours
- Textures have been improved in various areas throughout Keeps and towers in NF
Quests
New Frontiers
- The Supplies For the Cause quests are now given out by Commander Wentworth, Commander Hrurdin, and Commander Locke in each realm’s Portal keep instead of by the, now-defunct, captured Dock Guards
- The player kill and guard kill quests must now be turned into the Commanders at the Portal Keep before beginning the next quest. These quests have had their Champion Level experience reward increased
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Several new RvR quests have been added to the Commanders inside each realm’s Portal Keep. These quests will reward players with 250 Bounty Points and a chunk of Champion Level experience. These quests are repeatable
- Scouting Agramon
- Scouting the Beachhead of Hibernia
- Scouting the Beachhead of Midgard
- Scouting the Beachhead of Albion
- Scouting the “Relic” keeps of Hibernia
- Scouting the “Relic” keeps of Midgard
- Scouting the “Relic” keeps of Albion
- Pict Bosses in NF have been moved near the Power Relic Temples in each Realm
Atlantis
- The Oceanus Hesperos Atlantean Glass one-time only quests have had the amount of mobs required to complete them reduced
- Wicoessa’s Research, Astoissi’s Favor, and When Harpies Attack now only require 8 mob kills instead of 15
- The amount of mobs involved in each of these quests have also been increased
- The repeatable versions of these quests have also been reduced from 15 to 8
- The Mesothalassa Atlantean Glass one-time only quests have had the amount of mobs required to complete them reduced.
- Noula’s Bounty, Sirina’s Bounty, and Mylia’s Bounty now only require 20 mob kills instead of 25.
- The repeatable versions of these quests still remain at 25 mob kills.
Bug Fixes
- (Gaheris Only) Minotaur Relics in the Frontiers should once again provide their buffs.
- (Gaheris Only) The Pict mobs in Raumarik, Cursed Forest, and Llyn Barfog should no longer be friendly to players.
- (Gaheris Only) The Summons to Vindsaul Faste quest will now step properly when being teleported by Channeler Felna.
- Warlock’s instant constitution debuff line of spells in the Hexing Specialization should no longer share a timer with some Champion Level buffs.
- The Into the Fire quest should now be able to be completed more consistently.
Engineering
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Custom UI users should check the following files and their locations as several changes have been made to them in order to compensate the new realm-specific versions of the ruined keeps:
- /ui/atlantis/realmwar_alb.xm
- /ui/atlantis/realmwar_hib.xml
- /ui/atlantis/realmwar_key.xm
- /ui/atlantis/realmwar_mid.xm
- /ui/isles/map_icons.tga
- /ui/isles/realmwar_alb.xml
- /ui/isles/realmwar_hib.xml
- /ui/isles/realmwar_key.xml
- /ui/isles/realmwar_mid.xml
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Dark Age of Camelot
Version 1.116 Release Notes
December 2, 2014
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Highlights
- Obtain one of the 250+ brand new or revamped Champion Abilities and one of the 150+ Champion Weapons on your quest for Champion Level 15!
- Brave the depths of the Darkness Falls RvR dungeon to experience new encounters and find new rewards!
- The Portal Ceremony has made its exit!
- Several item and class adjustments, including global item use-timers, Assassins, Warlocks, and Caster stat debuffs!
Frontiers
Changes
- Master Vaughn, Stor Gothi Dagny, and Brerend will no longer be performing the Portal Ceremony. Instead they will teleport players to the same teleport locations as other Channelers found throughout the world.
- (Ywain Only) Players will now respawn in their realm's Portal Keep when /releasing in the Frontiers instead of the strength Relic town.
- Portal stones have been added back to both Border Keeps and both Relic Towns
- A new teleporter has been added to the Portal Keeps that will teleport players directly to the Relic Towns
- Buff NPCs have been moved back inside of the Portal Keeps
- Apprentice Vaughn, Dagny, and Brerend have been moved from the Strength Relic Towns to the Power Relic Towns
- Archer guards at each Portal Keep have had their attack range increased to the proper amount. They will now attack from the same distance as the caster guards.
- The invulnerable guards around the Strength Relic Towns have been removed.
Quests
- The Supplies for the Cause quest rewards have been reduced from all 3 Doppelganger realm shards to a choice of 2 Doppelganger realm shards.
Champion Levels
Changes
- All players have received a forced Champion Ability respec and had their points refunded.
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Players are now able to progress to Champion Level 15.
- This means players will receive the normal hit point modifier and power pool increase with each subsequent champion level.
- Champion Level 15 is earned in the same way that CLs 1-10 were earned: experience. Quests and RvR combat will be the fastest ways to earn CL XP.
- If you have already visited the King once to embark on the Champion Levels, there is no need to visit him to proceed towards CL15.
- Each champion level between 11 and 15 will require twice as much experience as each champion level between 1 and 10.
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Players will now receive 1 additional Champion Ability point when embarking on their Champion Levels.
- This means after the forced champion level respec, CL10 players will see that they have 11 CL points to spend now instead of the previous 10.
- Players will receive 1 additional Champion Ability point for each Champion Level from 11 to 15, for a total of 16 points at CL15.
Abilities
- Champion Abilities have received a complete overhaul.
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Champion Ability-point costs have been altered as follows:
- First ability in each column: 1 point
- Second ability in each column: 2 points
- Third ability in each column: 3 points
- Fourth ability in each column: 4 points
- Fifth ability in each column: 5 points
- This means in order to get all 5 abilities in a given column, it will take 15 of the possible 16 Champion Ability points.
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In conjunction with this point increase, almost all previously-existing abilities have been moved and condensed towards the beginning of each column.
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This means that the old point cost for the 5th ability in a column (5 total points) is roughly the same as it is now for the 3rd ability in a column (6 total points). Given this general increase, almost all of the old 5th abilities are now located at the 3rd position in a column or earlier, and so on.
- With the condensing of abilities, several under-used or under-powered abilities have been removed.
- The new 4th and 5th slot Champion Abilities in each column are significant upgrades from either abilities obtained earlier in that column, or are unique, new abilities.
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Scores of new abilities have been added and almost all of the existing abilities have been tweaked. Check out the base trainers in each realm to see them!
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The same base trainer restrictions apply as before. Players may only train CL abilities from base trainers other than their class’ base trainer.
- Base Trainers are located in Cotswold and Caer Gothwaite in Albion, Mularn and Aegirhamn in Midgard, and Mag Mell and Grove of Domnann in Hibernia
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Newly obtained Luminescent Cambiare Stones can now be /used in order to perform a CL respec and will now stack to a count of 25, instead of 5.
- These stones can only be /used when unstacked and when at least 1 Champion Ability point has been spent.
- Already purchased and pre-existing Luminescent Cambiare Stones will not be /usable unless stacked on top of a newly purchased stone.
- Newly purchased stones that get stacked onto pre-existing ones will no longer be /usable either, so be careful!
Quests
- A new quest line has been added to help guide players towards achieving Champion Level 15.
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Travel to your realm’s throne room and speak to the following NPC in order to embark on these new quests.
- Chamberlain Harlen in Albion
- Athr Hasetti Theyr in Midgard
- Seneschal Desmond in Hibernia
- Players must be CL10+ in order to receive this new quest.
- Performing this quest chain will grant players additional Daemon Blood Seals as well as a significant amount of CL XP.
Items
- 150+ new Champion Level 15 Weapons have been added, and they look stunning!
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These weapons can be obtained by either defeating certain high-end encounters within Darkness Falls or by obtaining the new DF currency, Daemon Blood Seals, and purchasing the weapons from the new Imp Blood Seal merchants within the dungeon.
- These weapons are purchase-able prior to CL15 but will not be able to be equipped until CL15 has been obtained.
- These weapons are trade-able and multiple weapons can be obtained, though each weapon can only be equipped by its designated class.
- All CL15 Weapons are drop-able and vault-able.
Darkness Falls
Changes
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The following mob encounters have received significant upgrades in behavior and difficulty. Each of these encounters, aside from Beliathan and Lilith which are simply BG-credit, require players to be within the immediate area of the mob to receive credit for their kill. These areas are marked with region names that display when entering and leaving them.
- Legion
- Lilith the Demon Queen
- Beliathan
- Grand Chancellor Adremal
- Field Marshal Nebir
- Prince Abdin
- Prince Asmoien
- Prince Ba’alorien
- Princess Nahemah
- High Lord Baelerdoth
- High Lord Baln
- High Lord Oro
- High Lord Saeor
- Gatekeeper Dommel
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All other mobs throughout Darkness Falls have had their difficulty increased.
- The difficulty of several normal mobs have been slightly decreased from their Pendragon versions.
- The experience and coin bonuses for venturing in Darkness Falls have been increased from 100% to 150%.
- The realm point bonus for venturing in Darkness Falls has been increased from 25% to 50%.
- New, upgraded loot has been added to Legion, Lilith the Demon Queen, Beliathan, Grand Chancellor Adremal, and Field Marshal Nebir.
- A new currency has been added to the dungeon: Daemon Blood Seals. Blood Seals can be used to purchase the new CL15 Weapons and new unique loot.
- Daemon Blood Seals will be available almost exclusively via quest. Seek out Mystemas near each realm’s merchants for repeatable quests that direct players to content that will grant the seals. Some seals will also have a chance to drop off the very high-end encounters.
- New Imp Merchants have been added to each realm’s merchant area at their entrance to the dungeon that will sell the Daemon Blood Seal items.
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All Imp merchants now denote which type of items they have for sale. Armor Merchants will also sell jewelry.
- Emerald Armor Merchant
- Emerald Weapon Merchant
- Sapphire Amor Merchant
- Sapphire Weapon Merchant
- Diamond Armor Merchant
- Diamond Weapon Merchant
- Blood Armor Merchant
- Blood Weapon Merchant
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The 3 Princes and Princess Nahemah now have a chance to drop new medium and large shields.
- The old shields have been removed from their loot tables.
- Their other weapons have not been updated but still have a chance to drop.
- The 4 High Lords now have a chance to drop new bucklers and small shields.
- The old shields have been removed from their loot tables.
- Their other weapons have not been updated but still have a chance to drop.
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Gatekeeper Dommel now has a chance to drop new bracers.
- The old bracers have been removed from his loot table.
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New Diamond Seal currency exchange merchants have been added to each realm's Darkness Falls merchant area. They will sell the following alternate currencies for the following amount of seals:
- 100 Atlantean Glass for 150 Diamond Seals
- 50 Dragon Scales for 100 Diamond Seals
- 1 Soul/Ice/Root for 100 Diamond Seals
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They will additionally allow converting up from Emerald to Sapphire and Sapphire to Diamond Seals for the following amounts:
- 20 Diamond Seals for 400 Sapphire Seals
- 2 Diamond Seals for 40 Sapphire Seals
- 10 Sapphire Seals for 200 Emerald Seals
- 2 Sapphire Seals for 40 Emerald Seals
- Legion, Lilith, all 4 High Lords, Grand Chancellor Adremal, and the 3 Princes will no longer drop diamond seals
Quests
- The Call of the Champion quests in Darkness Falls have been disabled.
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New repeatable quests have been added that direct players to kill high-end encounters in Darkness Falls for the new Daemon Blood Seals. Visit the NPC, Mystemas, around each realm’s merchants in Darkness Falls in order to obtain these quests.
- All of these repeatable quests are also automatically given when defeating the requisite encounter, so picking up the quests beforehand, while not necessary, will at least direct you towards the appropriate encounters.
Class Balance
Classes
Assassins
- Assassins have been given a forced skill respec.
Critical Strike Specialization
- The level 44 style, Rib Separation, now opens off Evade and is no longer a followup to Hamstring. Its to-hit bonus has been decreased from 15% to 10% and defensive bonus decreased from 10% to 5%. Its random armor piece wither effect has had its duration reduced from 20s to 15s.
- The level 45 style, Incapacitate, has had its to-hit bonus increased from 15% to 20%.
- The level 46 style, Neck Shot, has had its to-hit bonus increased from 20% to 25%.
- The level 47 style, Rib Shot, has had its to-hit bonus increased from 20% to 25%.
- The level 48 style, Hip Shot, has had its to-hit bonus increased from 20% to 25%.
- The level 50 style, Ripper, now follows the Garrote style instead of the Achilles Heel style. Its random armor piece wither effect has had its duration reduced from 20s to 15s.
Bard
- The single-target and area-of-effect instant amnesia spells have had their ranged reduced from 2300 to 2000.
Casters/Support
- All caster and support instant stat debuff spells (strength, constitution, dexterity, str/con, dex/qui, and de- haste) have been normalized from a 5s recast and varying durations down to a 10s recast and 45s duration.
Champion
- The instant haste, str/con, dex/qui, and acuity stat debuffs have had their durations reduced to 45s.
Eldritch
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In conjunction with the instant stat debuff recast and duration changes, the following changes have been made.
- The level 3 to level 18 single target dex/qui debuff spells have been changed to area of effect debuff.
- The now AoE dex/qui debuff and AoE str/con debuff spells share a recast timer.
Reaver
- The instant acuity stat debuffs have had their durations reduced to 45s.
Thane
- The instant acuity stat debuffs have had their durations reduced to 45s.
Warlock
- Warlocks now have access to the Mastery of Healing and Wild Healing realm abilities.
- Warlocks have been given a forced skill respec.
Witchcraft Specialization
- The Greater Spell of Absorption line of spells in the Witchcraft specialization are no longer secondary spells and have been changed from a targeted damage suppression focus buff to a normal, self-targeted melee absorb buff as follows:
Level 13 - Spell of Protection - 13% abs - 4 power cost - 20 minute duration - 3.0s cast time
Level 24 - Greater Spell of Protection - 17% abs - 6 power cost - 20 minute duration - 3.0s cast time
Level 33 - Lesser Spell of Absorption - 21% abs - 8 power cost - 20 minute duration - 3.0s cast time
Level 43 - Spell of Absorption - 26% abs - 10 power cost - 20 minute duration - 3.0s cast time
Level 49 - Greater Spell of Absorption - 31% abs - 12 power cost - 20 minute duration - 3.0s cast time
- The Erode Armor (AF debuff) spells are now secondary instead of normal-casted spells and can take advantage of the Warlock's Primer spells' benefits.
Hexing Specialization
- The Putrefying Hex (lifetap) line of spells has had its damage type changed from Matter to Energy
- A casted Matter debuff line of spells has been added to the Hexing specialization as follows:
Level 23 - Malevolent Affliction - 15% Matter Debuff - 8s duration - 2.0s cast time - 12 power
Level 34 - Malevolent Pestilence - 25% Matter Debuff - 8s duration - 2.0s cast time - 16 power
Level 44 - Malevolent Scourge - 40% Matter Debuff - 8s duration - 2.0s cast time - 24 power
- The level 44 spell, Spell of Crawling (secondary snare), has been moved to Level 42 to compensate for the new level 44 Matter debuff spell above.
- The secondary AoE Snare/DD line of spells have had their power costs removed. These are secondary spells and never should have had a power cost.
Items
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All global item-use timers have been normalized to 90 seconds.
- This change specifically affects the timer seen after using one item and then trying to use a second, different item.
- This change only affects equipped items that are /used. It does not affect potions or other similar items.
- The Mesmerization Poison, essence flare, summoned by the Essence Flare Spymaster ability, will now only work for Assassins.
- The Traitor's Dagger artifact's re-use timer has been reduced from 30 minutes down to 15.
General Bug Fixes
- (Crash) Crashes resulting from certain combinations of the Bard Realm Rank 5 ability and Classic Character Models have been fixed.
- (Art) Several keep walls that could be exploited into have been fixed.
- (Ability) The level 27 powder skeleton ability now displays the correct power level when delving it.
- (Item) Dragonslayer armor can once again be placed into a vault.
- (Item) Draughts of Heroism and Supremacy should fire more consistently now.
- (Quest) Report to Druim Cain now steps correctly when speaking with Channeler Drolg.
- (Quest) Clerics can once again activate the un-leveled version of the Aten's Shield artifact.
- (Quest) The Midgard Tutorial quest, Upgrading Your Weapon, has had its directions updated.
- (Quest) The Pest Control quest had had its directions updated.
- (Quest) Darkwood Bandits in the Midgard Catacombs have had their levels increased slightly. This should allow level 21-24 players to be able to complete Guard Ubra's Order quest more reliably.
- (Class) Paladin’s Greater Battle Zeal line of spells will now pulse while sitting.
- (World) Ships in the tutorial zones can no longer be picked up.
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Dark Age of Camelot
Live hot fix
December 6, 2014
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Greetings all,
We've received tons of great player feedback on the Darkness Falls' Champion Level 15 Weapons and have made the following changes.
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The Absorb Debuff /use ability has been changed to a 10% abs debuff proc with 300 range and 150 radius. It no longer provides an abs buff.
- This change affects weapons from the following classes: Armsman, Warriors, Heroes, Paladins, Skalds, Champions, Mercenaries, Berserkers, Savages, Blademasters, and Maulers
- Please note that in order to receive these Hot Fix updates, players with the affected weapons will need to unequip them and zone or relog.
- The already existing, single-target 10% abs debuff proc has been increased to 15%.
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The Absorb Debuff /use ability on Assassin offhand weapons has been changed to the single-target abs debuff proc that is now 15%.
- Please note that in order to receive these Hot Fix updates, players with the affected weapons will need to unequip them and zone or relog.
- The casting speed debuff proc has had its duration increased from 15s to 30s.
- The casting miscast proc has had its duration increased from 20s to 30s.
- The delve for the Arrogance /use has been corrected to properly show the 10% melee immunity and +50 to all stats buff, as well as note that there is no subsequent penalty.
That's all for now, please keep submitting the great feedback and we'll continue to monitor the balance of these new weapons and adjust if necessary!
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Dark Age of Camelot
Live hot fix
December 12, 2014
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Greetings friends,
Darkness Falls is still THE place to be and that's easy to see with all of the realms vying for its control so much in the Frontiers! So what are you waiting for? Legion is /beckoning you.
Speaking of Legion... below is another batch of hot fix notes to address the fantastic feedback we've received on Patch 1.116. Enjoy!
- The Legion encounter has been adjusted to be more resistant to PBAoE attacks and Legion has had its damaged increased.
- New repeatable quests have been added to Mystemas for defeating Lillith the Demon Queen and Beliathan, the giant worm. Each quest grants players 1 Daemon Blood Seal.
- The amount of Daemon Blood Seals received from the quest to defeat all 3 Princes has been increased from 3 to 4.
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The Basalt and Brimstone shields have had their stats adjusted to more shield-appropriate stats.
- This generally means that strength and strength cap stats have been changed to dexterity and dexterity cap and that the +shield skill values have been increased.
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The Basalt and Brimstone shields have had their hit buffer /uses changed to reactive procs.
- Please note that in order to receive these Hot Fix updates, players with the affected shields will need to unequip them and zone or relog.
- The Hauberk of Demonic Means, previously only for sale in Albion, is now for available on the Blood Armor Merchant in Midgard and Hibernia.
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Dark Age of Camelot
Version 1.117c Release Notes
March 2, 2015
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Highlights
- The Casual Group Finder is here! Click a button and get placed into an RvR or PvE group!
- Check out the changes to Doppelgangers in the Frontiers and a new, permanent, quest in each Battleground!
- Loads of bug fixes have been served up with Draughts of Heroism and Supremacy at the top of the list!
- 8 new emotes have made their way into the game! Sometimes, Camelot is a silly place.
- A strange rift has opened in Lyonesse, Vanern Swamp, and the Bog of Cullen. Read on for more details!
Frontiers
Changes
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Doppelgangers now grant 200 realm points in addition to their shards. These realm points will be split evenly among group members.
- There are now a maximum of 4 Doppelgangers spawned out of a potential 8 locations in each of Emain Macha, Hadrian's Wall, and Odin's Gate.
- There are now a maximum of 4 Doppelgangers spawned out of a potential 8 locations in each of Breifine, Pennine, and Jamtland Mountains.
- There are now a maximum of 3 Doppelgangers spawned out of a potential 7 locations in Agramon.
- Several Doppelganger spawn locations have been changed. The intent of the change is to move most of the potential locations away from the Ruined Keeps and Maze areas in order to encourage more roaming.
- Permanent Recharger and Healer NPCs have been added to each realm's Portal Keep.
Quests
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The Supplies for the Cause quest supply boxes and rubble no longer provide Bounty Points when collected. Instead, the amount of Bounty Points received for completing the quest has been increased from 500 to 2500.
- The Supplies for the Cause quest now grants 200 realm points for each completion.
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New Battleground quests have been added to replace the Holiday Gift Retrieval Event quests.
- These quests can be picked up from the NPC “Jain” located near the portal pad in the primary Border Keep in each realm.
- These quests provide an Experience and Realm Point reward consistent with the Battleground in which they are completed.
- This new permanent version will grant slightly less Realm Points than the Event versions.
Casual Group Finder
Changes
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A new Casual Group Finder queue system has been added to the game.
- This system will allow players to queue for either an RvR or PvE group and be automatically placed in one once enough other players in their level bracket and that fulfill pre-assigned group roles have been found.
- Level brackets for the CGF follow the existing Battleground brackets with a separate bracket for level 50s.
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A new “CGF” button has been added to the default Group window on the Paperdoll or players can use the “/cgf” slash command to open the CGF window.
- Once the CGF window is open, players can simply choose their available class role that they’d like to queue for and then click “Set.”
- The default queueing process is for RvR groups. If you would like to queue for a PvE group, simply flag the PvE checkbox at the top of the CGF window prior to choosing your class role and clicking the Set button.
- For Custom UI developers, a new UI event has been added for the CGF window: ToggleCasualGroupFinder
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Once queued, groups will be formed by selecting a “core” group made up of 3 of the potential 4 class roles.
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Class roles are defined as follows:
- Healer – Your primary role is to keep your group-mates alive.
- Crowd Control (CC) – Your primary role is to lay down Crowd Control abilities in order to debilitate your group's foes.
- DPS - Your primary role is to provide damage for your group against its foes.
- Utility - Your primary role is to harass or interrupt your group's foes or to provide tertiary support to your groupmates.
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The rules for how groups are formed will differ between RvR and PvE groups.
- RvR groups will form when 1 CC, 1 Healer, and 1 DPS class are found.
- PvE groups will form when 1 Healer, 1 DPS, and 1 Utility class are found.
- RvR groups formed will default the CC role as the group leader.
- PvE groups formed will default the Utility role as the group leader.
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Once a core group of 3 has been formed, the group will fill out by looking for specific roles for the subsequent open slots.
- If a group loses 1 of the 3 core class roles, the CGF will add that role back into the group before adding in other roles.
- Private groups that are switched over to Casual groups will be assigned class roles and then the CGF will begin adding to the group following its formation rules.
- Group leaders of CGF groups can still invite other players normally.
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Group leaders of CGF groups will get a new “Options” button added to their default Group window on the Paperdoll that will let them choose to flag their formed group as private, RvR casual, or PvE casual.
- Casual Group leaders can also type the “/goptions” command to bring up this window. This command string can be shortened down to “/gop”.
- This window will display your groups current status: Private, Casual RvR, or Casual PvE.
- For Custom UI developers, a new UI event has been added for this window: ToggleGroupOptions
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Group leaders of normally formed groups will also get a new “Options” button added to their default Group window on the Paperdoll that will let them choose to flag their formed group as private, RvR casual, or PvE casual.
- Normal Group leaders can also type the “/goptions” command to bring up this window. This command string can be shortened down to “/gop”.
- This window will display your groups current status: Private, Casual RvR, or Casual PvE.
- For Custom UI developers, a new UI event has been added for this window: ToggleGroupOptions
- The Crowd Control class role is greyed-out as an option when attempting to queue for Casual PvE groups.
- Private groups that decide to flag themselves as a Casual group will have class roles automatically assigned to them and the CGF will then begin adding new queued players to that group based on the same class roles rules described above.
- For more information on the Casual Group Finder and how it works, please check out the Casual Group Finder FAQ HERE!
- Some Custom UI Developers and Users may need to update their styles.xml file in their custom folder to mimic changes made to the same file in the default UI folder.
World
Changes
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Powerful surges of magic have been detected from the Tomb of Mithra, Nisse's Lair, and Muire's Tomb. Sages from all three realms have been dispatched to these locations to investigate, and a call has been sent out for adventures to aid in the exploration of these disturbances.
- The monster levels in the Tomb of Mithra, Nisse's Lair, and Muire's Tomb have been adjusted. Players from levels 10 to 18 should find these locations to be good hunting grounds, offering increased experience and coin.
- The loot in the Tomb of Mithra, Nisse's Lair, and Muire's Tomb has been updated. Players adventuring in this area may find basic armor of all kinds off of most of the dungeon enemies. Additionally, the named enemies in these dungeons now have a chance to drop new, improved items.
- Several quests have been added to the different towns throughout the world directing players to these dungeons, where they can pick up several quests for each dungeon. These will have players investigating these dungeons, learning more about the enemies within and attempting to stop whatever evil plans they are hatching.
- A quest has been added in Cotswold and Prydwen Keep directing players between levels 10 and 18 to the Tomb of Mithra quest camp. This quest giver will also teleport players above level 10 directly to the quest camp outside the dungeon.
- A quest has been added in Mularn and Fort Veldon directing players between levels 10 and 18 to the Nisse's Lair quest camp. This quest giver will also teleport players above level 10 directly to the quest camp outside the dungeon.
- A quest has been added in Mag Mell and Tir na mBeo directing players between levels 10 and 18 to the Muire's Tomb quest camp. This quest giver will also teleport players above level 10 directly to the quest camp outside the dungeon.
- Channelers have been added to the Tomb of Mithra, Nisse's Lair, and Muire's Tomb quest camps offering players quick transport to several towns around the world.
- The Director Kobil encounter in Darkness Falls has had its spawn rate increased.
- Players will now only get credit for killing Lilith in Darkness Falls when standing within 3000 in-game units of her when she dies.
- Players will now only get credit for killing Beliathan in Darkness Falls when standing within 3000 in-game units of him when he dies.
Quests
Otherworlds Campaign – The Beginnings
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Eerily Quiet - A new quest chain has been added that will lead players to a portal in the far reaches of their realm.
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Defend Albion against Spirits that have crossed over to the waking world. Level 50 players should speak with Chamberlain Harlen in the King’s Throne Room to begin their investigation.
- Players must be inside King Uther's Forward Camp region when defeating him in order to receive credit.
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Defend Midgard against the Jotun who have crossed over in search of the Aesir. Level 50 players should speak with Athr Hasetti Theyr in the King’s Throne Room to begin their investigation.
- Players must be inside Ymir's Landing region when defeating him in order to receive credit.
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Defend Hibernia against the Siabra who have crossed over from the Veil. Level 50 players should speak with Seneschal Desmond in the King’s Throne Room to begin their investigation.
- Players must be inside Queen Cliodna's Portal region when defeating her in order to receive credit.
General
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 14.
- Characters will receive one realm skill point for each realm level, which means that the total possible realm skill points will increase from 120 to 130.
- Specialization bonuses will continue through Rank 14, with a total of +13 at Rank 14.
- Characters with 66,181,501 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 14
Albion Rank Title – Arch Duke/Arch Duchess
Midgard Rank Title – Stor Jarl/Stor Hurfru
Hibernia Rank Title – Ard Diuc/Ard Bandiuc
The following chart represents the total number of realm points required for each realm rank and level:
66,181,501 realm points = RR13 L0
73,461,466 realm points = RR13 L1
81,542,227 realm points = RR13 L2
90,511,872 realm points = RR13 L3
100,468,178 realm points = RR13 L4
111,519,678 realm points = RR13 L5
123,786,843 realm points = RR13 L6
137,403,395 realm points = RR13 L7
152,517,769 realm points = RR13 L8
169,294,723 realm points = RR13 L9
187,917,143 realm points = RR14 L0
Changes
- The entrances to the Labyrinth from the maze areas and the exits from the Labyrinth to the maze areas can no longer be used while in combat.
- The melee snare style durations will no longer be modified by +duration gear, just like melee stuns.
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Abilities and items placed on the quickbar have had the following string added to their tooltips when hovering over them on the quickbar:
- “Shift+right-click to remove”
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Several Recast Timers have been corrected so that the Champion Abilities no longer share recasts with other normal or ML abilities. In order to facilitate those recast timer fixes, the following changes have been made:
- The Prescience Node and Power Trap Convoker Abilities now share a recast timer. They no longer share a recast timer with any other Convoker abilities.
- The Battlewarder and Speed Warp Convoker Abilities now share a recast timer. They no longer share a recast timer with any other Convoker abilities.
- The Summon Warcrystal and Dissonance Trap now share a recast timer. They no longer share a recast timer with any other Convoker abilities.
- The Safefall Champion Level Ability is now a 20 minute duration buff instead of an instant-cast ability.
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The following emotes have been added:
- /howl
- /diabolical
- /brandish
- /startled
- /talk
- /monty
- /loco
- /cower
Items
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All recharge-able items with a power-level of 45+ have had their charges and max charges increased or normalized to 30 charges and 30 max charges.
- Subsequently, the recharge cost on these items has been increased from 10g/charge to 50g/charge.
- This change does not affect any items that have unlimited charges.
- Affected items will not have their current charges value adjusted until the item has been recharged. For example, an item with 10/10 charges currently will now have 10/30 charges after the patch until the item is recharged again to get 30/30 charges.
- CL15 Weapons have had their maximum Durability-modifier increased. These weapons will continue to lose condition but their durability will no longer decrease when repaired.
- All weapons now have the hidden 5% to-hit bonus previously found only on Artifacts, ML10, Dragonslayer Quest, Pictish, Pictslayer, Battleground and Classic-World Quest Hub, CL5, CL15, and King's Epic Weapons.
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The following changes have been made to the Champion Level 15 Darkness Falls weapons:
- The Miscast Debuff Proc on the CL15 weapons has been changed to a -55 AF Debuff proc.
- The Cast Speed Reduction Proc on the CL15 weapons has been increased from a 45% to 65% reduction in cast speed. Its duration has been reduced from 30s to 25s.
- The Fumble Debuff Proc on the CL15 Weapons has had its fumble chance reduced from 30% to 20%.
- The Accuracy Proc on the CL15 Ranger Mainhand weapons (non-left hand usable) has been changed to the Fumble Debuff Proc.
- The Fumble Debuff Proc on the CL15 Ranger Offhand weapons (left-hand usable) has been changed to an Accuracy Proc.
- The Champion CL15 Darkness Falls two-handed weapons now have a Cast Speed Reduction Proc instead of the now-removed Miscast Proc.
- The Armsman CL15 Darkness Falls two-handed and polearm weapons now have a 15s, 350 Radius PBAoE, group-targeted, 10% Damage Absorption Buff Proc instead of the Cast Speed Reduction Proc.
- The Hero CL15 Darkness Falls two-handed and celtic spear weapons now have a 15s, 350 Radius PBAoE, group-targeted, 10% Damage Absorption Buff Proc instead of the Cast Speed Reduction Proc.
- The Warrior CL15 Darkness Falls two-handed weapons now have a 15s, 350 Radius PBAoE, group-targeted, 10% Damage Absorption Buff Proc instead of the Cast Speed Reduction Proc.
- A new Bounty scroll, Bounty Master's Champion Insight, is up for sale on the Bounty Master NPCs inside Castle Sauvage, Svasud Faste, and Druim Ligen. This scroll grants 20x the amount of experience granted by the Greater Insight scroll and costs 2000 bounty points. NOTE: This scroll can only be used by level 50 players who have embarked on their Champion Levels.
General Bug Fixes
- Draughts of Supremacy and Heroism will now always work. They can also now be used in any zone.
- Horse armors equipped by level 50 players and then traded to and used by lower level characters will no longer provide their speed bonus for those lower level characters.
- Several locations have been fixed where players could hide in keep geometry.
- Scrolls of Recall can once again be used in any zone, so long as the user is out of combat.
- The Maddening Scalars ABS buff proc should no longer overwrite Caster self-ABS buffs.
- Aten's Shield, Winged Helm, and Traldor's Oracle should now properly grant credit to players for the level 10 version of those Artifacts when completing their respective encounters.
- Vampiric Mists pets spawned from the Traitor's Dagger artifact can now be killed with Confuse spells.
- Alb Coast boat path now drops players from Hibernia at the proper drop-off location.
- Horses with the +movement speed Horse Armors equipped will now move at the correct speed in PvE zones.
- The Pictslayer Left Axe now has +All Duel Wield skills instead of +All Melee Weapon skills
- The King's Epic Shadowhunter Sleeves have had their +4% spell range stat changed to the correct +2 Stealth Skill stat.
- The King's Epic Brigandine Gloves of Covert Defense now have +4% to spell damage.
- Glacial Shadowblade Axe now displays the correct 16.5 damage modifier.
- The Bonedancer's Summon Bone Dart spell now displays its correct spell level (14).
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Dark Age of Camelot
Version 1.117e Release Notes
April 7, 2015
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Bug Fixes
• Players can once again create new guilds correctly.
• Saying [hearth] to a channeler, or otherwise returning to your Hearth Bind point, when on a different Ywain# server than your house bind’s Ywain# server will no longer port players to the incorrect server's house lot location. Instead, players should be properly sent to their house's server and house lot location.
o This should also fix the issue where a character's hearth bind was occasionally removed entirely.
• The “/doh” emote once again works correctly.
• Several graphical errors have been fixed on monster skins in Darkness Falls.
• Doppelgangers should once again drop the appropriate realm’s shards when killed on Agramon or a realm’s frontier zone.
• The Hibernian boat to Mid’s Coast should once again drop players off at the correct location.
• The Draught of Courage and Draught of Superior Courage potions should once again work correctly.
• The Champion Level AoE Damage Over Time ability from the Mystic Trainer now has the correct range of 1500, instead of 1000.
• The Champion Level AoE Damage Over Time ability from the Mystic Trainer no longer stacks with the other CL AoE DoT from the Seer Trainer.