Patch Reports
======================================Dark Age of Camelot
Version 1.53
September 25, 2002
======================================
Version 1.53 has a wealth of new tweaks and content. We've made substantial changes to the experience point curve to give levels 40-45 a faster progression. We've made updates to melee classes to address their concerns and to make them more effective in RvR combat. We've added a new dungeon in the Frontier of each Realm. And, of course, we've made a myriad small updates to classes, objects, quests and the game world.
EXPERIENCE POINT PROGRESSION CHANGES
- After gathering a year's worth of data, and listening to Team Lead and player concerns, we are lessening the experience point curve between levels 40-45. Under the current system, from levels 1 to 40, the time-played per level slowly increases. At level 40, time played increases dramatically and remains the same (give or take) from 40 to 50. We had intended a smoother curve from levels 40 to 45 to "ramp up" to levels 45 to 50 (which we intended to take a long time). In order to compensate for this, we've reduced the number of monsters you will need to kill between levels 40-45 - you'll still get the same amount of experience points per kill, but you'll need to kill fewer monsters each level.
- The experience awarded for killing 35th to 40th level monsters has been
increased. We had a "bump" in our awarded experience per level of
kill at that range and we're smoothing out the curve by raising the experience
awarded per kill.
- The experience awarded for completed quests has been increased by 10% across
the board (more than 10% for levels 40-45, due to the "fewer monsters killed
per level change").
GROUPING AND EXPERIENCE CHANGE
- We've relaxed the rules that govern the experience clamp that occurs when lower level characters group with higher level characters and the group fights monsters deemed unchallenging to the group's total strength. You should now be able to group with a wider range of players in the group without suffering an experience point penalty.
MELEE CLASS UPDATE
In order to make everyday life in RvR more fun and compelling for primary melee characters, we've made some updates to the Realm Ability system, as well as added a new "free" ability to some melee classes. These changes and updates are focused on the RvR capabilities of these classes, hence the use of the Realm Ability system to implement the changes.
The intent of the changes is to make primary melee classes (i.e. those melee classes that do not have spells) able to close with their enemies better, and to be able to have the chance of preventing their enemies from escaping once they have closed with them.
The following changes to realm abilities for Armsmen, Mercenaries, Heroes, Blademasters, Warriors and Berserkers have been made:
- Reduced cost of the Realm Ability Ignore Pain to 8 points.
- Reduced cost of the Realm Ability Determination to 1/2/3/6/10 points.
- Reduced cost of the Realm Ability Purge for these classes to 4 points.
- Added new passive Realm Ability "Prevent Flight" When active, if
the tank's selected target turns and runs, the tank has a 35% chance of hitting
and proccing a 50% snare for 10 seconds. Cost: 14 points.
All of these primary melee tanks will be able to respec their Realm abilities to take advantage of these changes.
Additionally, we've added a new (level-based) ability called "Charge", learned by Blademasters, Mercenaries, and Berserkers only, at 40th level. To charge, the tank selects an enemy, and initiates this ability. When active, the tank sprints at full sprint speed, with no endurance loss, for 10 seconds towards the target. If he breaks off, or changes target, or the 10 seconds expires, the tank goes back to normal running speed. Can be used every 5 minutes.
PALADIN UPDATES
We are making the following updates to Paladins to make them more desirable in RvR, and to generally make them slightly more effective at upgrading their group's overall power and effectiveness.
- All Paladin chants have had their range increased to 1500 (their regeneration
chant was at 700).
- The Paladin self armor-factor chant now stacks with other armor factor buffs.
- A new line of endurance regeneration chants have been added to the Paladin.
These new chants consume power.
- A new line of stackable resistance buffs have been added to the Paladin. These
new chants stack with the resistance buffs of other classes and consume power.
The new spells (all take power at every pulse):
- Endurance Regeneration line
2 Chant of Endurance
12 Chant of Stamina
22 Chant of Persistence
32 Chant of Resilience
42 Chant of Perseverance
- Resistance to Heat/Cold/Matter, stacks with single element buffs:
27 Elemental Ward
46 Elemental Shield
- Resistance to Body/Spirit/Energy, stacks with single element buffs:
25 Soul Ward
44 Soul Shield
NEW THINGS AND BUG FIXES
- Found and fixed a bug that was causing players to not evade, parry and block
in RvR at the same rate that they were parrying/blocking/evading against monsters.
All characters who evade, block, and/or parry should now see themselves parrying/blocking/evading
much more often in RvR.
- We've substantially updated the in-game (F1) help system.
- Realm Abilities now have their correct icons.
- We finally fixed the long-standing print bug with the display of cloth armor's
Armor Factor. You'll see the number go up or down by 1-3 points (depending on
your level) because now the correct Armor Factor is being printed. We made this
fix now to lessen the confusion over cloth armors now that spellcraft/alchemy
are enabled.
- Several "fall-through" problems in various dungeons fixed.
- You can now highlight an item in a store and click "buy" multiple
times to buy multiple items.
- The middle button can once again be configured in the keyboard configuration.
- Gold should now update correctly when trading to another player. Start a trade,
then change the amount of money in your trade window. It should correctly update
to the other player.
- "making change" in the trade window should work correctly. Try to
trade a single gold to another player. Then try to "pull back" 20
or so silver. You should no longer see 1G -20S on the screen - it should make
correct change.
- All held equipment (weapons, shields, helms, etc) should now be "lodded"
(removed) from the figure at a distance of 2500 units. Note that at this distance
the player is approximately 22 pixels tall. This should help frame rate.
- When you delve your weapons, the correct base and clamped DPS are printed
- they were reversed.
- When you right click on an item in the incoming trade window, it now correctly
shows the bonus field.
- When a player had a combat style selected on his mouse and an Accept/Decline
dialog appeared, the dialog would not work correctly. This has been fixed.
- /FOLLOW, /STICK and /FACE have been added to the command repeat (shift-up)
queue.
- /REPORT commands and /APPEAL have been removed from the command repeat (shift-up)
queue.
- a new slash command; "/scrollchat" has been added. This toggles
the Chat Buffer scrolling. If it is toggled on, messages in your visible chat
buffer will disappear after 90 seconds - but you'll still be able to view old
messages by scrolling back in the chat buffer.
- Using a charge on a magic item now correctly brings a stealthed player out
of hiding.
- You can no longer interact with shopkeepers who are away from their home (spawn)
location.
- Realm Guards now drop cash when killed.
- The "Last Attacker" key in the keyboard configuration has been re-enabled.
- When you respec skills, you will now be displayed a dialog box that cautions
you about the severity of what you are about to do, and forces you to click
an accept/decline button.
- Any time you zone, you have a 30 second PVP invulnerability much like the
PVP servers. Note that on standard servers, you will not get a message when
your timer expires since it only affects you in rare cases (like the new PVP
dungeons).
- Gray items now take 1/2 the time to craft for all Crafters.
- In order to prevent server spamming, you can now only /UPGRADE a keep once
per 10 minutes.
- You should now be able to pick up the loot dropped by the Glacier Giant in
the Midgard Frontier.
- Endurance Heal bounty potions will now properly update your endurance bar
- it was working before, but was not updated properly on the interface.
- The recipe display bug - where more than 3 components in a recipe can now
be displayed - has been fixed.
- Charged items with PBAE spells now work correctly - previously they required
that the caster be self-targeted.
- The infamous "missing line" scroll bug on the tradeskill recipe
window has been fixed - when you scroll down pages there was an item that was
'between' them that you could never see.
- The scroll page reset bug has been fixed - before, if you were scrolled down and crafted an item that increased your skill, the next time you clicked on the tradeskill window to open/close an item it would jump back to the first page.
SPELL SYSTEM CHANGES
- The damage of Thane Toothgrinder line spells has been increased.
- The recast timers on Thane Thor's Minor Bolt and Thunder Shout lines have been decreased from 30 to 20 seconds - you can now cast them more often.
- Shaman "Fungal" bolt spells and "Fungal" direct damage lines now have separate timers so they can be cast independently of each other.
- Added a new endurance regen buff to the Shaman Augmentation spec:
2 Minor Earth Invigoration (single target)
12 Lesser Earth Invigoration (single target)
22 Earth Invigoration (single target)
32 Greater Earth Invigoration (group target)
42 Superior Earth Invigoration (group target)
Please note that the two highest spells in the new Shaman Earth Invigoration line are in a separate line. You will keep Earth Invigoration for buffing realm allies not in your group.
- Fixed bug with damages on Spiritmaster Spirit's Revenge line - it has been increased to be on par with the damage of other casters.
- Fixed cast times and damage/costs on Bard Major Resurgence and Tones of Health lines. There was a problem where some Bard spells took too much power to cast and/or were not effective enough.
- Druid pets have been changed so that the trees do crushing damage, the cats do thrust damage, and the wolves do slashing damage. Previously, all pets did slashing damage - this gives them some variety.
- Snare should no longer work backwards - previously, it snared your target a little at the beginning of the effect, then ramped up to 100%. Now it correctly snares for full effect at the beginning of the spell, and slowly wears off.
- The icon for Paladin chants are now displayed in the concentration window,
and can be canceled from there. The text reads "Pulse: <target type>"
for the chant.
- Haste on pets should now work.
- Spiritmasters can now learn the realm ability "Wild Power".
- Fixed some errors in the Healer healing spells. Several had higher costs than
intended; these have been reduced in cost.
- All Healer Pacification Spec-line root spells were erroneously set to be "chain-castable".
This has been fixed.
REALM ABILITY SYSTEM UPDATE
- Added Wild Power to Cabalist realm ability list.
- Armor of Faith is now properly set to be 1 level for 10 points, which provides +150 AF for 60 seconds.
- Added Ethereal Bond to Minstrels.
- Changed description of First Aid to the following: "Self heal that heals a set amount of hit points per level gained in the ability. This value increases with the character's level. At level 50, it heals approximately 300 hitpoints per level. It cannot be used in combat."
WORLD NOTES
New Dungeons
Adventurers in all three realms are complaining of increased sightings of undead in their frontiers. There has been word that a new group has risen to power whose only interest is the complete and total domination of the three realms. By using their powerful magic, they have managed to carve a maze of dungeons beneath the frontier allowing them to enter and leave each realm's frontier at will. They have also amassed an army of undead big enough to wage a three-front war.
- We have found an entrance to Marfach Caverns in the Hibernian frontier of Breifine.
- In the Jamtland Mountains of the Midgard frontier, we have located the entrance to Gruva av Dod.
- The entrance to the Hall of the Corrupt has been located in the Pennine
Mountains of Albion.
Item note: Common monsters in the RvR dungeons have been itemized with magic
item drops under the new "Uniquely Generated Object" system explained
in further detail below.
General Notes
- When your guild owns an outpost and a guard is slain at your outpost, you now receive a print via guildchat channel.
Midgard
Midgard: Huginfell no longer has two /broadcast regions - the number has been reduced to one.
Hibernia
- Tir Na Nog - the Chamber of Nature has been adjusted in size.
- TirNaNog - Cullin's Inn in Tir Na Nog has been named - The Green Rose Pub area has been increased to catch all of the patrons. Many of the merchants and NPC's in Tir Na Nog now have a richer backstory.
- Bri Leith - Fagan has ordered his forces to scout and report back on the activities in the Cursed Forest. To support this mission, a new town with a bindstone, Brynach, has been established in the valley of Bri Leith.
- The bindable areas in Tir Na mBeo and Ardagh have received bindstones.
- When taking a horse from Innis or Connla to Culraid the horse will no longer run through a tree.
- A smith, a poison merchant a healer and a arrow merchant have set up shop outside Culraid.
- Harpers now have lutes instead of drums.
- The Evern encounter in Breifine has been modified to be of like difficulty to that of the Glacier Giant.
Albion
Monsters: Albion : The Green Knight encounter has been modified to be of like difficulty to that of the Glacier Giant.
Albion Monsters: The pygmy goblins have been given additional intelligence and abilities, and adjusted in strength.
Quests: General
- Additional story-based kill tasks have been introduced in all three realms, targetting players level 41 and higher.
- Fixed many mispellings and incorrect directions in the quest journal. Thanks
for reporting these!
Quests- General: A small number of "bounty" quest objects have had
their "no sell" flags removed, so that even after youve completed
the quests the maximum number of times the drops can be sold to a merchant.
These items include Fell, Dangerous, and Malefic teeth, and soul gems, sett
pelts and white pelts. Be careful that you dont sell them before youve
maxed the quest out, as they wont be reimbursed to you.
Albion Quests
- A Deed of Old - Boneclaw Ring of Morra has had its level increased from 5 to 8.
- Lady Nimue's spell effects were getting in the way of players turning in objects to her. This effect has been fixed and she should now accept any items passed to her
- Secret Orders: The Arawn Commander will now only appear for players on the correct step of this quest.
- Legend of the Lake: We have made some changes to the 15th level portion of this quest in an attempt to bring it up to the level of other quests within the realm. The main change is the addition of two sub-quests to complement the existing "Barbaric Tales" and "Wizard Lost". Players who encounter this step of the quest will be given the option to perform two of the possible four sub-quests. Please note that these changes will not affect players that have already performed this section of the quest.
- The material type on Bernor's Numinous Robes has been upgraded to be in line with the rest of the epic armors. Wizards may notice their current robes appear to have lost a few levels. To exchange your current robe for the new one, please see Gardowen Egesa in Camelot. This exchange can only be made one time.
- A merchant by the name of Grindan Halig at Caer Ulfwych, is looking for a brave soul to descend into the Catacombs of Cardova and search for something.
- Willing Sacrifice - The Church has become deeply concerned about the presence of the followers of the Cult of Mithra in their midst, and how they might influence faithful Church members. Brother Codeth from the Church has been assigned to find adventurers willing to rid the realm of this evil.
Midgard Quests
- Asdis in Upplands is no longer charmable.
- It has been rumored that Gothi of the Juton possesses the power to reveal the object of one's dreams. You would be wise to seek him out and discover what power lies in your future.
- Tomte of Doom - Yandu, a well-known adventurer and explorer has new information about the Tomte Lair that she might be willing to share.
- Spiritmaster Trainers will now give out the level 7 quest as intended.
- Many of the merchants and NPCs in Jordheim now have a richer backstory.
Hibernia Quests:
- Straw's in Town - There should no longer be problems with players being unable to hit the elusive spraggon, Straw.
- Kinney of Connla has shown great concern over a mysterious man that frequents the town. It is said she seeks adventurers to assist her in this matter.
- Rest In Peace - The curse of the Muire family is almost complete. Gogarty Muire is the last surviving Muire and though he clings to the final shreds of sanity, it's only a matter of time before he too succumbs to madness and death.
- Lost Townsfolk of Bran Llyr - Clodagh and Enan will now respond correctly and transport players on the quest.
- Merle the Old will no longer strike back at unfortunate Hibernians that accidentally attack him.
- Search for the Missing Smith - The reward for this quest, Otherworldly Ring,
has been improved to make it an appropriate level reward for this quest. If
you already have this item it will automatically upgrade.
- Aid for Alainn Bin - Players that have completed this quest may choose to
return to Rois in the Bog of Cullen to exchange their staff. The new staves
are level 50, they have charges instead of procs, and they give a single higher
spell focus instead of two lesser ones.
Realm v. Realm: Battlegrounds
- The Battleground keep lords now have similar abilities to the regular frontier
lords.
- The few rare, remaining monsters that dropped loot in the Battlegrounds have
been removed.
- The central keep guards in Dun Murdaigean, Thidranki Faste and Caer Caledon
should no longer chase players to their portal keeps.
- Battlegrounds (ALL): We have added a new NPC type called a Siege Master. These
Siege Masters can be found at your realms portal keep within the Battlegrounds.
The primary purpose of these Siege Masters is to provide a method for players
to gain experience in the use of siege weaponry in these RvR training grounds.
Please visit this new NPC within your Battleground in order to gain more insight.
Tokens sold from the Siege Masters will now reflect if you can use siege weapons
at all. If you cannot use the weapon and attempt to buy one of these tokens,
you will be warned. We have also added a general description of what each weapon
can do to the Siege Master's introduction. Finally, the Siege Master can now
also provide you with twenty units of ammo for your selected siege weapon.
Realm v. Realm: Frontier Keeps
- The Keep Lords have acquired new abilities and longer range bows to counter some of the more exploitive tactics used against them.
- Kirawyr is once again serving Albion in Nottmoor Faste.
- Several NPC archers at Bledmeer Faste, Dun Da Behn, Arvakr Faste, and Dun Ailinne have been moved to make them easier to target from outside the keeps.
- The crafting material and siege material merchants will now spawn more quickly at the merchant keeps.
- Hasteners will now buff all friendly player and npcs in range of the player activating the Hastener. This includes pets.
Dungeons: Hibernia
- Koalinth Caverns - The rare, existing, monsters of Koalinth Caverns have been capitalized appropriately.
- Treibh Caillte - Several rocky golems who insisted on facing the wall while fighting have been adjusted. The thralls have received new orders to attack and kill all on sight, and are consistently attacking all they see.
- Additionally, the constant traffic from Culraid to Treibh Caillte has forced the roaming monsters along this route to seek new homes.
- Muire Tomb - some of the murkmen hiding inside of the columns have been adjusted. The weak spiders who had wandered down to Frang's room have retreated to the entrance halls after Frang began baking spider crunchies on a daily basis.
- The untargettable Muire Hero in Connaire's room has been moved out of the wall.
- Spraggon Den - the untargettable spraggon cutter in the entrance room has been moved out of the wall.
Dungeons: Albion
- Tomb of Mithra - Acolyte Nascita has grown in strength and power.
- Tepok's mine - The cave fishers, fisher hatchlings, and cave bear cubs all have grown fat, lazy and non-aggressive after years of feasting on hapless wounded players.
- Catacombs of Cardova - New, faster, less damaging spears have been issued to the infantry. Sorcerors scouting the dungeon happily report that some moor boogeys appear to have wandered inside and set up a nest.
Dungeons: Midgard
- Cursed Tomb - The aggressive monsters at the entrance to Cursed Tomb have
found new homes - scouts returning from the dungeon report that fewer wanderers
appear to inhabit the dungeon.
- Spindelhalla - the untargettable cave trow trollkarls in the Pit area have
moved into the interior of the room.
- Nisse's Lair: The tomte caitiff and tomte seer now command fewer allies.
Monsters: Albion
- Tales abound that the Green Knight has returned to Forest Sauvage. Should
you encounter this knight, caution would be best. He cannot be happy with all
that has happened during his absence.
Monsters: Midgard
- The soul sinkers in Myrkwood Forest will no longer chain cast their DOT.
- The Briton Woodcutters who had invaded Odin's Gate seem to have left as quickly
as they came.
- A hoard of glacier fairies has descended upon the Glacier Giant within Odins Gate. These pests have done nothing but infuriate him. Expect the giant to be ever more unpleasant than before.
Monsters: Hibernia
- Cliffs of Moher - Coimirceoir once again resides with the Vehement Guardians. Their numbers have been reduced slightly.
- Grovewoods are no longer quite so adept at self-heals and have an increased chance to drop their quest related item.
- Ire wolves no longer drop badger parts and have an increased chance to drop
their quest related item.
- The wraith Evern within Breifine has discovered the key to a powerful ritual!
She now has the ability to summon fairies to do her bidding. Those who anger
her must be ready for a prolonged battle.
Item Notes
- The Kraggon Cloak (Albion) now buffs cold and body resist, instead of body resist twice.
- The "elementalist" requirement on the Ebony Staff (Albion) has been changed to "cabalist.
- The "studded warhound collar" should now have an icon.
- The "carrion drake talon" is no longer stackable, as it is meant to be a weapon.
- The spelling of "forgotten silk cloth" was corrected.
- The Softened Bark Frock (Albion) should now be dyable.
- The Plate of Eternal Midnight (Albion) now buffs spirit and body resist, instead of body resist twice.
- Several more common loot drops in Spindelhalla are now stackable.
- The Gauntlets of Celerity (Albion) should have the correct icon in a players inventory.
- The Resplendent Ring (Albion) now has an energy resist instead of two body resists.
- Players should now be able to sell player-crafted lutes to NPC merchants.
- The Vaporous Crown (Midgard) now buffs piety rather than intelligence.
- The Mischievous Bracer (Hibernia) now buffs cold and spirit resist instead of spirit twice.
- The Bone Necklace (Albion) should have the appropriate icon.
- The Huntmans Cloak (Midgard) can now hold an emblem.
- The Putrefied Robes (Albion) can now be dyed with leather dye and should have the appropriate leather robe look.
- The Jeweled Rigid Leggings (Hibernia) now buffs body, energy, and spirit resist.
- The frontier zones are itemized with common loot.
- Many of the new monsters introduced in Treibh Caillte in 1.52 have new item drops.
- The following Albion instruments have been changed to drop as higher level
instruments (This change should be considered an upgrade to future instruments
that enter the game, not a retro-active fix to the existing instruments):
Ellyll Drum, Fine Asterite Drum, Drum of Fading Valor, Accursed Avernal Drum,
Avernal Malison Drum, Ellyll Flute, Fine Asterite Flute, Flute of Dementia,
Accursed Avernal Flute, Avernal Malison Flute, Polished Granite Flute, Ellyll
Lute, Fine Asterite Lute, Lute of Haunting Melody, Accursed Avernal Lute, Avernal
Malison Lute, Polished Granite Lute.
- The following Hibernian instruments have been changed to drop as higher
level instruments (This change should be considered an upgrade to future instruments
that enter the game, not a retro-active fix to the existing instruments):
Bodb's Wailing Drum, Glimmerstrike Drum, Accursed Demon Drum, Infernal Malison
Drum, Coruscating Truesilver Drum, Drum of the Hollow Heart, Bodb's Wailing
Flute, Topaz Studded Shell Flute, Warshade Flute, Accursed Demon Flute, Infernal
Malison Flute, Coruscating Truesilver Flute, Flute of the Hollow Wind, Bodb's
Wailing Lute, Cursed Lute, Deathwatcher Lute, Accursed Demon Lute, Infernal
Malison Lute, Coruscating Truesilver Lute, Lute of the Hollow Soul.
- The Silvered Staff (Hibernia) should salvage for the correct material.
- More of the common loot drops in Coruscating Mines, Cursed Tomb, and the Vendo Caverns should now be stackable.
- Players should now be able to salvage cloth items.
- Player-crafted trinkets are now stackable up to 10.
- The Accursed Avernal Staff of Fire (Albion) is now appropriately class-restricted.
- The range on the Runic Throwing Axes and Tomte Throwing Axes (Midgard) has been increased to current throwing axe standards. These axes, along with the Infernal throwing Axes, have also had berserker added to the class restrictions.
- Arrows, bolts, poisons and thrown weapons can now stack to 100.
- Arrows, bolts, and thrown weapons are lighter.
- The base stack size for poisons is now 20 instead of 10. The cost per stack
remained the same, this results in an overall reduction in poison cost.
- The "polished bone" (quest item) should no longer stack.
- Wolf Hide Leggings (Albion) should now be dyable.
- Players should now be able to pick up the Insidious Golden Band.
- Bounty potions are now usable in combat.
- In the Hibernia Darkness Falls stores, there were mistakenly two hauberks
with the same name, the Avernal Hauberk. To alleviate confusion, the Avernal
Hauberk which could be purchased with diamond seals is now called the Abysmal
Hauberk, while the one that could be purchased with emerald seals remains the
same.
- The following items have had the +pac stat increase changed to a more useful stat increase: Jewel of Vanera Swamp, Retainers Signet Ring, Corrupt Fiend-forged Helm, Corrupt Fiend-forged Hauberk, Corrupt Daemon-crafted Helm, Corrupted Daemon-crafted Hauberk, Corrupt Abyssal Helm, Golden Alloy Hammer, Eir Blessed Pendant, Soulbound Necklace, Wolftooth Hauberk, Healers Touch Necklace, Ancient Dragon Etched Coif, Valhalla Touched Gloves. Because of this change, please note the Bracer of Pacification is now known as the Bracer of Mending.
- The following items have had the +beastcraft stat increase changed to a more useful stat increase: Beastfriends Bracer, Shrunken Bear Skull.
- Blessed Tyr Gloves (Mid) can now be dyed with the appropriate dye type.
- Gauntlets of Celerity (Alb) can now by dyed with the appropriate dye type.
- The Collector Carapace is now spelled correctly and no longer stacks.
- The common mobs have in the RvR dungeons have been itemized with magic item
drops.
- The Arcing Bludgeoner (Alb) should now be restricted to mercenaries only.
- The Rod of Souls (Alb) should now actually increase intelligence properly.
- The Petrified Bardic Wonder (Hibernia) now has a salvage value set.
- The Darkened Battle Shield (Hibernia) now has a salvage value set.
- The Dispositional Cloak (Midgard) can no longer be held.
- The Malefic Studded Helm (Midgard) now buffs piety and dexterity, instead of piety and empathy.
- The Ring of Arawn (Albion) that was previously a level 14 drop is now a
level 40 drop. The stats on the item will remain the same.
- Shadowbinder's Mantle will now show its level correctly.
PvP-Server Specific Notes
- Material types 9 and 10 for all realms are now available at all 3 merchant keeps.
- The crafting material and siege material merchants will now spawn more quickly at the merchant keeps.
- Many of the PvP server quests are now available to players of all three
realms - particularly the bounty and one time drop quests.
NEW OBJECT CREATION SYSTEM:
With the introduction of the new RvR dungeons, we are also unveiling a new system for treasure drops. This system is a change from the existing treasure drops that you have become accustomed to.
This system allows us to vary the power of similar items that drop from one monster. As such, each "Unique Object" that you recieve as treasure is different from those that have dropped before, and those that will drop in the future. Items can vary in quality, magic bonus, stat bonusses, skill bonusses, resist bonuses, etc. etc. Each object that drops under this new system will delve as a "Unique Object" to reflect the rarity of this particular combination of bonusses and quality. Please note that the name of these new items reflects the bonusses that are on the object.
Similar objects will have the same name, however the properties will be different - remember that delving will reveal the properties of the object.
To summarize:
1) Objects created under this system will have varying properties attached
to them.
2) Some objects with different properties will have the same name.
3) Every object created under this system has "Unique object" listed
when it is delved.
4) Players will have to delve every object to determine the value to the player.
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Dark Age of Camelot
Version 1.52 Release Notes
======================================
You will see many changes in this version, the largest is probably that of respec
(being able to re-allocate your character's specialization points). We have
decided to give all current players of the game the ability to respec fully
- not just select one specialization at two different levels (although we will
support that as well) as we previously announced. We are giving all current
characters the chance to fully respec as a way of thanking all current players
for being with us over the last eight months, and to allow all of them to take
advantage of skills and abilities that were not available to them when they
started playing and speccing their characters.
We have taken the following steps in this version to make the melee combat experience more fun and meaningful in RvR (you can get the full details on each of these further down in the release notes):
- Behind the scenes melee rules changes. We have changed two separate "under-the-hood"
game mechanics to make melee combat more fun. One was to remove the level-based
"to hit" modifier, and the other was to change the way the game calculates
how many players are in combat with each other at once. These sound like small
changes, but they will both let you hit more often (in the case of the first),
and parry/block much more often (in the case of the second). The combination
will mean that you will live longer, and thus, deal more damage.
- We have changed the armor tables in the game so that one damage type (crush)
will no longer be the most powerful in the game. See the section on armor tables
below for more information.
- We have alleviated some of the frustration of being mesmerized in combat by
giving special "cure mez" spells to some casting classes. Judicious
use of these spells will mean that you will be mezzed far less often than before.
- In the case of Blademasters and Mercenaries, we have given them additional
abilities that will let them add extra damage every few minutes.
- You can now toggle the "cancel style" feature off and on.
The overall intention of these changes is not to focus on any one particular melee class - it was to look at the system as a whole and make changes where appropriate that will help all of them. Of course some of these changes spill over to other classes as well, but the overall net result of the changes should be longer RvR combats which means that those with the most hit points and best defense (i.e. melee classes) will live longer and be much more productive.
When we first announced we were looking into these problems, we thought we could simply reduce RvR damage by 35%. That proved not to be good for the game overall, so we decided to make tweaks and changes to the overall system to produce the same results as a straight damage reduction, but make it more strategic and fit within the already established rules of the game.
NEW THINGS AND BUG FIXES
- We have removed the level-based "to-hit" modifier from RvR combat.
This means that lower-level players will be able to hit higher-level targets
much easier (albeit for a small amount of damage). This affects all damage in
the game, including melee, bow, and spell damage. Please note that this change
removes only the chance your character has "to hit" his opponent,
and makes it possible for lower level players to enjoy RvR combat. This change
was implemented on the PvP servers (Mordred and Andred) first, and has been
very successfully and happily received there.
- We have changed the way we determine who is "in combat" with any
RvR opponent and with monsters. The result of these changes is that parrying
and shield blocking should happen much more often than before, and you should
notice the "your target is currently in melee combat" message less
often.
- The /cancelstyle command is in. This command enables you to turn off the ability
to "cancel" or designate a backup combat style. Use this for situations
where you simply want to do the same-no opening style over and over, such as
when you are in a huge RvR melee. /cancelstyle is a toggle; use it once to turn
off canceling styles, type it again to turn canceling styles back on.
- Players who are level 50 and realm rank 5 or above have had their unbuffed
Armor Factor and DPS raised as if they were 51st level players. Thus, they clamp
unbuffed at a DPS of 16.5 and an AF of 510.
- There was a bug that allowed characters in some situations to execute side
positional combat styles while in front of their enemy. This has been fixed.
- Buying gear from a Darkness Falls merchant should no longer say "You
just bought a nothing". It will now tell you what you just purchased.
- Health loss on zoning due to item and spell hit point buffs should no longer
occur.
- Concentration points should be fully restored after your rez sickness is removed.
- There was a bug where 5th level spellcasters would not get their appropriate
5th level spells if they trained first at their base class trainer before joining
their new guild. This has been fixed.
- Control and use of siege equipment while dead should no longer be possible.
- When you cast a strength buff and you are already encumbered, your movement
speed should be correctly updated
- When you are killed by a pet, the game now prints the pet's controller as
the killing entity.
- We fixed the cloth Armor Factor bug where you got incorrect Armor Factor information
when delving a cloth armor piece. The effective AF for cloth is now correctly
clamped at its 1/2 value (of corresponding other armors). There was a situation
where lower-level casters who wore high-level armor resulted in them attaining
more AF from the armor than they should have had. This has fixed, and casters
will now correctly have to rely on buffs to reach their AF clamp. This change
will not have any effect on casters who wear level-appropriate armor - the only
players who will notice a change are those cloth-armor casters who are wearing
"orange" armor and above. The difference in AF in orange armor is
noticeable, but negligible. The difference in red or purple armor is more meaningful.
- When you hold a flaming staff and directly switch to another non-flaming staff,
other players would see the non-flaming staff (now in your hands) as still flaming.
This has been fixed.
- You no longer flinch, parry or evade while on horseback.
- When you move away from a VaultKeeper, your vault window should now correctly
close automatically.
- The keyboard 1-8 keys to activate your quickbar should now correctly bring
up a product recipe window when you hotkey a tradeskill.
- The /SETWHO command now correctly shows Legendary Master Crafter status (level
10).
- The craft order warning box (when joining a crafting order) no longer overwrites
off of the edge of the box.
- Focus spells will now correctly cancel when their caster has another spell
type cast on him. There was a bug in the game where casters of focus-type spells
could get in a situation where their focus spell was continuing to have effect,
but they could move around and cast other spells.
- Monster casted mesmerization spells will now correctly trigger the mesmerization
immunity timers on players. This means that those monsters in all those encounter
areas that you've been avoiding will no longer chain-mez you.
- There was a bug where all Bard spells (in the "music" spec) were
using different damage types. Now all Bard Music spells are set to Body damage
type. Resist yourselves accordingly.
- The realm ability Soldier's Barricade now has a much more noticeable impact
when active (it wasn't being properly factored into defense before), and should
properly affect the entire group instead of just the character using it.
- All "clerical" (i.e. Healer, Shaman, Druid, Bard, Warden, Friar,
Paladin, Hunters, Rangers and Cleric) baseline armor factor buffs are now assessed
"outside the cap". In situations where you were at your armor factor
cap, and had one of these buffs on you, you would have gotten no additional
armor factor, but now with this change, you will. There is currently a display
problem where this additional armor factor is not being displayed, but it is
being assessed.
- Low level ground-targeted area-effect spells should be able to hit higher
level players now. There was a bug that was preventing low-level GTAOEs from
hitting higher-level characters. They won't hit for much damage, but they will
hit now.
- Cabalist Amber Simulacrum pets had no spell effect when casting its self
constitution buff. This has been fixed.
- The Enchanter's Underhill Compatriot pet should no longer be perpetually casting
its "self shield" spell.
RVR NOTES
As you can see from the world notes (below), we have taken some steps to make the Albion and Midgard frontier as attractive to RVR in as Emain Macha (in Hibernia). The initial steps taken in this version are to scale down the aggression and faction of monsters in Hadrian's Wall and Odin's Gate, as well as to remove some of the trees in Odin's Gate to improve sightlines. We will probably be taking additional steps in the future to balance these three zones as well.
You can now bind in one of your Realm's "portal out" keeps. This
means that you won't have to take a horse from your bind point to the portal
keep in order to get back into an RvR battle - since now you can bind at your
portal keep, you only have to wait for the next porting ceremony.
Friendly frontier keeps and border keeps now have an NPC ally who will give
you a free speed buff to aid you in getting to wherever you need to go (if you
don't already have a speed buff from a friendly group member). You can find
these allies in all friendly frontier keeps as well as border keeps.
RESPEC
Respeccing (the ability to change your character's skill specializations) is now in the game. The previously-announced ability to change one of your character's specializations at levels 20 and 40 has been implemented, as well as the special one-time ability for all current players of the game to fully respec their characters. Since the game has changed so much since release, it is only fair that those characters who already play the game be given the chance to fully respec so that they can take advantage of skills and abilities that were not implemented when they started playing (and speccing).
Here's how it works:
Full Respec
If you have a current character in Dark Age of Camelot, you may elect to do a full respec. This resets ALL of your character's specializations to zero (or that spec's minimum allowed for your class), and gives you the equivalent number of spec points back to you so you can retrain however you see fit. Please note that respeccing is a one-time thing, and is irrevocable. You cannot do a full respec again, so be sure you know how you want to spec your character before you do this.
NOTE: if your class has a "min spec level" on any specialization then you will be taken down to the minimum allowed when you do a /respec all based on your level. You cannot go under your class minimum (based on your level) for those specializations.
ALSO NOTE: Full respec only is available to current characters of the game, and is offered to them as a way to take advantage of the many game features that have been implemented since the game began (and presumably since their character was initially specced). Future characters will receive the normal "spec-line" respecs at levels 20 and 40, but not a full respec.
To do a full respec, go to your trainer, select him, and type "/respec ALL". You will only have a limited time to do a full respec: within two levels of when you first log into this version. So, if you are level 22, and you want to respec, you will have to do it before you attain 24th level.
In order to facilitate faster re-training, you can now select a specialization at your trainer and click the train button multiple times. Previously, you had to select the specialization you wanted to train in every time you trained in it. Now you can just select it once and click the "train" button multiple times.
Single-Skill Respec
>From now on, when a character reaches the levels of 20 and 40, they will gain the ability to "de-train" a specialization by doing a single-spec respec.
To do a single-skill respec (when you reach level 20 or level 40), go to your trainer, select him, and type "/respec SKILL NAME". Please note that you cannot redo this - once you respec a skill, it is done.
Please note that you must perform a spec-line respec within the level that you gain the ability to do so: at level 20 or level 40. You will not be able to "hold" spec-line respecs forever; you must use them at those specific levels.
Also, please note that you gain this skill when you level from 19 to 20 and from 39 to 40. This means that an existing character who is level 20 will not gain the level 20 single-spec respec, but since everyone gets the full respec, that player could fully respec (and in fact must do so before attaining level 22 if they wish to respec at all before level 40).
Finally, you will not gain the single-skill respec if you are eligible to use a full respec and have not. So, if you are 19th level, you have a full respec available to you, and you advance to 20, you will not gain the single-skill respec because you still have the full respec available to you. Any changes you want to make to your character can be made through the full respec at that time.
Future Respecs
If we ever make a class-defining change in the future, we will offer single-spec respecs to those class/spec combinations that are affected by the change.
NEW ARCHER ABILITY - CAMOUFLAGE
A new ability for Archers has been added - that of Camouflage. The purpose of Camouflage is for the Archer to be able to move about unseen, but not be able to use it to engage in stealthed combat. We want archers to be able to perform their scouting duties, but not become the overpowering solo killers that they once were.
Camouflage is awarded to all Scouts, Hunters, and Rangers at level 30. You use it just like any other ability - first, you must be hidden (via your normal stealth icon). Then, drag the Camouflage icon to your quickbar and click on it to activate the ability. When you are Camouflaged, essentially you are invisible from the assassin See Hidden ability - however, you abide by all the rules of being stealthed normally; i.e. you have a greater chance of being visible to those that are higher level than yourself.
When you are a camouflaged, you abide by all the rules of stealth. You will move at your normal stealthed speed, and you will become visible if you engage in combat (take damage, attack someone, shoot someone with a bow, etc.). Please note that you can Camouflage any time ten minutes after your last attack. This makes Camouflage useful to scout around unseen, but it will not help you in combat, since you will not be able to use the skill for 10 minutes after you attack someone else.
LIGHT TANK CHANGES
Blademasters and Mercenaries have had two changes in this version (one which the Berserker also gets):
- at level 30, each receives a new ability called "Flurry", which
is on a 2 minute timer. Flurry essentially gives the BM/Merc a "free"
attack by doing instant damage on their Realm opponent. Please note that this
ability will only work on Realm enemies (i.e. enemy guards and players), and
will not work against normal monsters. Also, please note that there is no animation
for this ability yet. The Flurry ability uses the skills Dual Wield (for Mercenaries)
and Celtic Dual (for Blademasters) when determining damage.
- All Blademasters, Mercenaries, and Berserkers are now given a new ability
called "Advanced Evade" at 35th level, which enables them to evade
in a 360 degree radius around them. Normal evade evades only those enemies who
attack from the front.
NEW ARMOR TABLES
We have changed the armor tables for the game. Armor tables are the game's mechanism for determining how vulnerable/resistant a specific damage type (i.e. slash, crush, etc.) against a particular armor. Previously, the armor tables worked in such a manner that it was advantageous for melee characters to specialize only in crushing/blunt/hammer weapons. Now, the armor tables are spread out more evenly, giving all armor advantages and disadvantages against every weapon type.
We've added specific armor tables for Norse Chain, Norse Leather, Norse Studded, and Hibernian Leather to spread out the damage options. This means that now every Realm has a specific set of damage tables.
SPELL NOTES
- In RvR only, area effect Mesmerization spells have been modified so that the duration effect of the mez spell is lessened the farther the player is from the center of the area of effect. The duration is 100% at the middle of the area, and it tails off to 50% duration at the edges. This does NOT change the way area effect spells work against monsters, only realm enemies (i.e. enemy players and enemy realm guards).
- All targeted spells should now properly print their damage type when Delved.
- Increased radius of Healer "Allay Area" line to 350, which is more consistent with the radii of analogous lines in the other realms.
- Fixed the Bard and Warden spec healing line's spell characteristics to match the Druid's as originally intended. This affected casting time and power cost.
- Lowered casting time on the Wizard "Summon Fire" and "Minor Combustion" single target direct damage lines to make them more consistent with the casting time of analogous lines in the other realms.
- Put the Wizard's Calefaction "Bolt of Lava" line on a separate recast timer from the Pyromancy "Minor Fire Streak" line.
- We've added a ranged AE mez to the Spiritmaster's Spirit Dimming list to give Midgard a ranged AOE mez option since they are currently lacking in AE mez:
21 Shroud of Gloom
31 Shroud of Shadow
40 Shroud of Pitch
50 Umbral Shroud
- Fixed the Warden pulsing bladeturn line (starting with "Nature's Guard")
to be castable in combat as originally intended.
- Increased the run speed of Theurgist air and earth summons.
- Theurgist air pets have been tuned so that they stun a bit less in RvR,
but retain a normal PvE stun rate. Previously, the high chance of the stun proc
firing in RvR combined with a lack of a recast timer made the pet able to chain
stun RvR targets.
"Cure Mez" Spells
We have taken an additional step to alleviate the effects of mesmerize - now there are "heal mez" spells in the game. In general, these spells have been given to those classes that cast the mez spells for their Realm. The class that gets the new "dispell" in each realm as part of their base line is generally the realm's primary mesmerizer: the Sorcerer, Healer, and Bard. The secondary mesmerizers in each realm will need to spec to get the dispell: Minstrel, Spiritmaster, and Mentalist. These spells should alleviate some of the problems with long term crowd control spells in RvR.
Sorcerer Mind Twisting
24 Clear Mind
Minstrel Instruments spec
27 Focusing Chant
Healer Pacification
23 Cleanse Mind
Spiritmaster Suppression spec
28 Spirit Purge
Bard Music
24 Clarifying Harmonies
Mentalist Mind Mastery (mind spec list)
28 Mental Purification
A NOTE ON BOLTS
A quick note of explanation about bolt spells. As every "robe" caster knows, bolt spells are intended to hit targets that are not in combat. They do much more damage than direct damage spells, but they are usable only in certain situations. A bug was fixed in 1.52C which changes how the game determines if a player or monster is "in combat" - now to be truly flagged as in combat, you must actively be attacking someone (or something) else. Previously, large numbers of players would be flagged as "in combat" when they were in fact not actively engaging someone. So, theoretically, that change made bolts easier to use in RvR, although they still will not be usable in all situations.
ART NOTES
- Two new models, the Tomte, and a beetle, have been added to the game. You should see them wandering about the world, ready to be beaten down.
DISPLAY ICON NOTES
The game's spell and skill icons have undergone a revision. This revision has
taken its cues from player feedback and suggestions and should make using and
identifying spells much easier and intuitive (as well as cut back on the repetition
of spell icons in the game). Many of the symbols you are familiar with have
not changed, but the colors of those icons have. The icon color is now the central
determiner of what the spell does.
Icon color = Spell Type
The color of the icon is now the way to identify what KIND of spell it is.
This is universal across all realms:
Red - Direct Damage, Bolt, Poison and Disease spells (basically, anything that
deals damage)
Green - Buff / Enhancement spells
Blue - Heal spells
White - Debuff spells
Purple - stun spells
Yellow - Mez, Charm, Confusion and Amnesia spells
Orange - Root and Snare spells
Gold - Resurrection spells
If you've got a yellow icon on top of your UI, you'll know you've been mezzed,
confused, etc.. If you've got a red icon above, you'll know you've been dealt
damage of some type. If you see a green icon, you'll know you've been buffed,
and so on and so on.
Border color = Spell Level. The color of the icons' border will give you a general
idea of the level of the spell:
grey - low
green - low/mid
blue - mid
yellow - mid/high
purple - high
BASELINE BUFFS have a green background. This applys to all classes.
BASELINE HEALS cast by a Healing class have a blue background.
SPECLINE HEALS cast by a Healing class have a yellow background.
Icons
Icon shapes have been largely standardized. So now, if a spell affects your
Armor Factor, you'll see the same icon every time (The AF symbol looks like
a chestplate, for instance.)
In some cases you can have a baseline and a specline spell that essentially
do the same thing. In that instance, every attempt has been made to make sure
the icons are different. There has also been an effort made to keep as many
legacy icons as possible to maintain variety. Mainly, the color's the thing.
Widgets
There are a series of widgets which identify aspects of the spell. These widgets
will be the same color as the spell boarder. These sound confusing in text form,
they make more sense when you see them.
Self - A circle drawn around the icon indicates a self-only spell.
Group - Small marks radiating to the four corners of the icon indicate a Group-only spell.
Debuff - In addition to being white, all debuff spells look like the icon has been cut out of a small circle.
Area Effect - A small series of concentric circles below the spell icon indicates an area effect spell
Ground Target Area Effect - two small wedges (anchoring it to the ground) beside the area effect symbol indicate a ground target area effect spell
Over Time - any spell which happens over time will be bracketed on the sides and have four small "tick" marks at the corners.
Area Effect Over Time - Combines the "Over Time" and "Area Effect"
widgets.
Resist - A resist spell will have a shield drawn around it.
SOUND SYSTEM NOTES
- Dungeons and Cities now have random ambient sounds, and will no longer sound
so empty.
- Footstep sounds have been tweaked a bit and should sound less intrusive.
WORLD NOTES
- Broadcast messages now work at all Frontier Keeps and Relic Keeps. This includes the three center Battleground Keeps.
- More guards have been hired inside Tir Na Nog and Jordheim, so now it should be easier to get directions in those areas.
Albion Trainers: Starting classes that are equipped with a training shield can now obtain another should they lose it. This operates similar to training weapons.
Hibernia Quests: It seems that Larylle in Ardee has been visited by a strange visitor. She will tell her story of it should you be willing to listen.
Hibernia Dungeon: Treibh Caillte: A runaway thrall was recently captured by a patrol near this lair. He spoke only of the "Dreaded One". A strong expeditionary force was sent to investigate. Although they slew everything in sight, they reported no "Dreaded One" in the lair.
Albion Horse Route: The route from Snowdonia Station to Caer Witrin should no longer take an unnecessary detour to Castle Sauvage.
Realm V. Realm - Battlegrounds: You will no longer take faction hits from monsters that are killed in the Battlegrounds.
Realm v. Realm - Border keeps: Bindstones have been placed in the main Portal Keeps (Castle Sauvage, Svasud Faste, and Drum Ligen) of each realm.
Realm v. Realm - Frontier Keeps: A new weapon has been granted to each of the keep lords in the struggle for realm dominance. Each frontier keep has now been outfitted with a new ally, a Hastener, who will grant a run speed buff to friends of the realm. Further, each border keep now has a Hastener ally as well.
Midgard Quests: Family Business - Piercer is back in "business" and
will no longer try to give players kill tasks.
Albion: An expeditionary force of Trolls established a tower overlooking a key crossroads in Hadrian's. Lord Prydwen himself, aided by many knights of the realm threw these stone beasts down, and christened the tower in honor of one of the slain.
Hibernia: After years of battles near his keep, Chieftain Crauchon tasked several of his Guardians with securing the outlying tower nearby. Although the Guardians were slain in defense of the tower, their legacy remains, as the local fauna has been driven off, and the area now bears their name.
Midgard: A slightly more intelligent expeditionary force of Vikings established a forward tower overlooking the roads in Odin's Gate. They worked their magic there, and wisely retreated to the safety of Bledmeer Faste once the task was completed.
Realm V. Realm - Battlegrounds: The strength of each of the battleground keep doors has been adjusted downward (again) to be more appropriate for the battlegrounds.
Midgard: Two new camps of Frore Lich's have been added. One is in Odin's Gate and one is in Jamtlands.
Hibernia: Tidal Sheeries no longer give positive faction to themselves when you kill one. They now correctly give positive faction to the Koalinth.
Stonehenge Barrows: The advisors in Wizard Lichas' room have been adjusted to prevent abuse.
Monsters
We've added some additional challenging encounters to the follow zones:
For Midgard (Gotar, Mularn, East Svealand)
For Albion (Camelot Hills, Salisbury Plains)
For Hibernia (Lough Derg, Cliffs of Moher, Lough Gur, Shannon Estuary).
Albion Frontier: Scouts are sending reports back from Hadrian's Wall that the number of monsters in the area has decreased. This should make it easier for travelers to visit the outposts, however, be on the lookout for increased invader activity looking to take advantage of this development.
Monsters: We have continued to adjust and add styles to selected monsters throughout the realms.
Midgard Frontier: British woodcutters have invaded Odin's Gate and have started chopping down the forest. The improved visibility should mean more ferocious battles for those daring and courageous enough to venture through the land.
Hibernia Frontier: Reports have come in that more monsters have been seen roaming the Northeast area of Breifine.
Many of the ethereal monsters in the game have taken on a more transparent appearance. Included in this change are: Spectral essences, the echo of life, menacing presences, shivering presences, and many of the other spirits that haunt the Tomb of Mithra.
The Albion, Hibernian and Midgard waylayers in Hadrians Wall have banded together under new leadership. It is rumored that the constant assaults under the ongoing war have prompted this change.
Albion: Golestandt has been adjusted in an attempt to provide a fair, challenging fight.
Midgard: Gjalpinulva has been adjusted in an attempt to provide a fair, challenging fight.
Hibernia: Cuuldurach has been adjusted in an attempt to provide a fair, challenging fight.
A new force has united the disparate outcasts ravaging the forest in the frontier of Hibernia. The celtic brehons, nordic choppers, and albion woodcutters all have fallen under the influence of unknown powers, and now travel together as one group.
General: Selected monsters throughout the realms have been given the ability to use combat styles while in battle. We are just starting to integrate this into existing monster encounters to add to the variety and spice of melee combat. More will be added as this version progresses.
Midgard: The Wood-eater King and Royal Guards in Mularn should no longer roam into the guard tower and kill the guards.
Hibernia: There are no longer aggressive mobs roaming outside the entrance to Treibh Caillte.
- A few horse routes have been changed so you are dropped off closer to the stable master. They are:
Snowdonia Station to Caer Witrin
Gna Faste to Hugginfel
Adribard to Castle Sauvage
Caer Ulfwych to Cornwall
Tir na mBeo to Drum Ligen
- Paladin, Infiltrator and Armsmen trainers will now give a thrusting weapon
choice when you join your guild.
Midgard: Tomte Runners are no longer set as Scouts in Nisse's Lair.
Hibernia: The Koalinth bouncer in Koalinth Caverns that kept walking through the wall after he finished his patrol has been fixed.
Mordred Specific World Notes
- There is now an alternate means to complete the Departed Fellowship Quest. Search the druid groves near Keltoi Fogou.
ITEM NOTES
Albion
- The Trident of Night should now be set at the appropriate level.
- The Blessed Pendant (Albion) now buffs the two-handed skill instead of chants.
- The Reinforced Truemail Helm (Hibernia) now has an energy resist in place of one of the two body resists that used to appear upon delving.
- The Avenging Knights Cloak (Albion) now has a matter resist in place of one of the two body resists that used to appear upon delving.
- The Shepherds Robe (Albion) should now be dyeable with the appropriate dye type, and it has also been changed to look like a leather robe instead of cloth.
- The "Vae Inimicus Jewel" can now be picked up.
- The "Cailiondar Battle Robe" can now be dyed.
- The "Veiled Bracer of Eyes" can no longer be held.
- The "Rancid Fur Cape" can now be dyed.
- The +chants increase on the "Holy Crushed Gauntlets" has been changed to +str.
- The +chants increase on the "Holy Crushed Breastplate" has been changed to +con.
- The "Ghastly Mendicant Gem" can now appropriately be equipped in the jewelry slot.
- The "Splendid Boots of Pilgrimage" can now be dyed by the appropriate dye.
- The "Manaweave Ring" can now be equipped appropriately.
- The Kraggon Sword now has the appropriate weight.
- One of the doubled body resists on the "Ghost Wolf Hide Cloak"
has been changed to a spirit resist.
- "Shin bones" can no longer be equipped as a weapon.
Midgard
- The Forged Darksteel Spirit Staff (Midgard) now has a salvage value set.
- The "pristine white wolf pelt" that drops in the Midgard frontier can now be picked up by all realms.
- Throwing weapons in Midgard no longer display that they are useable in the left hand.
- The "Crafted Darksteel Composite Bow" now has a salvage value
set.
- The following bounty quest items should no longer be stackable: Lost Pearl
(Midgard), Glimmering Gem (Hibernia), Grovewood Bark (Hibernia), Terra Crab
Claw (Midgard), Black Orm Gland (Midgard), Drakulv Scale (Midgard)
- The Forged Darksteel Runic Staff (Midgard) now has a salvage value set.
- The +pie stat on the Rod of the Soulshade (Midgard) should now correctly affect
the players piety when equipped.
- The following Midgard items now have a salvage value set: Reinforced Chitin
Shield, Twilight Doombringer, Twilight Blade-stopper, Runic Ember, Frozen Soul-shatter,
Fell Cats Razor Tooth, Shadow Razer, Dark Frozen Eviscerator.
Hibernia
- Nightshades wishing to exchange their weaker Moonlit Leggings for a more useful pair of Leather Moonlit Leggings should speak to Blathnaid's assistant, Nona, in the Chamber of Stealth in Tir Na Nog. You may only exchange the item one time.
- The Mischievous Greenbriar set of armor should now have an appropriate 25% magical bonus instead of 15%.
- The Twisted Evil Ruby Scepter (Hibernia) is now appropriately class-restricted.
- Saeors Rod of Balefire (Hibernia) should now correctly affect the intelligence stat.
- The duplicate body resist entry on the delve information for the "Horse Mane Bracelet" has been replaced by a spirit resist.
- The duplicate cold resist entry on the delve information for the "Truesilver Heater Shield" has been replaced by an energy resist.
- The "Casters Missing Eye" can now be picked up.
- The following quest rewards in Hibernia will no longer be given out with charges: Twilight Vest, Fagans Staff, Fagans Gloves of Poison, Fagans Helm of Honor, and Gloves of Black Death. Previously, these items appeared to have a charge attached but in fact did not.
- The following items in Hibernia should now have salvage values set: Infernal Flute, Bodbs Wailing Flute, Topaz Studded Shell Flute, Melodic Flute, Flawed Carved Flute, Carved Flute, Coruscating Truesilver Flute, Flute of the Hollow Wind, Melodic Lute, Bodbs Wailing Lute, Flawed Embossed Lute, Embossed Lute, Coruscating Truesilver Lute, Lute of the Hollow Soul, Cath Drum, Bodbs Wailing Drum, Flawed Etched Drum, Etched Drum, Coruscating Truesilver Drum, Drum of the Hollow Heart
- The Enchanter Staff of Channeling (Hibernia) now appropriately buffs the enchantments focus instead of mentalism.
- The Moonlit Leggings (nightshade class quest armor) is now made of the 10th level leather instead of the original 8th level leather (now up to par with all the other class quest armors).
CRAFTING SYSTEM NOTES.
- The ability to craft crossbow bolts in Albion has been added.
- The ability to craft arrows/bolts that are additional blunt/piercing damage
types has been added.
- Staves are now repaired by Fletchers instead of Weaponcrafters. There was
a bug where Fletchers could make staves, but not repair them.
Dark Age of Camelot
Version 1.51a Release Notes
=======================================
Hello all. This small client patch allows re-mapping of the "Camera Toggle" key which was previously hard-coded to the scancode for what we call the "tilde key" (the key directly under the Escape key with a tilde (~) on it). This change was made mainly to help our Japanese players since on the Japanese keyboard that key is hardcoded to switch keyboard entry to various encodings of kanji and kana.
=======================================Dark Age of Camelot
Version 1.51 Release Notes
=======================================
Welcome to Dark Age of Camelot version 1.51, which contains a massive update
to the game's spell system. Spellcasting classes were analyzed by the game's
Strike Team, and many changes were made based on the recommendation of testers
and players. Version 1.51 contains these changes. There are new spells for some
classes, many spell bug fixes, as well as tweaks to existing spells to tune
them better. Be sure to check out the extensive "SPELL NOTES" section
in this release note.
Version 1.51 also has many regular bug fixes, as well as some new fun additions that let you play card games, roll dice, and produce random numbers. There is also a completely new system for combat style icons that should make them much easier to use to differentiate your character's combat styles from one another. Another huge part of 1.51 are many dozens of armor/weapon object fixes that you'll see listed in these release notes. These object fixes are another example of the Strike Team at work: all objects that buff unnecessary stats or skills have been changed to be more appropriate, as well as other general fixes.
The Strike Team will next move on to Realm vs. Realm combat issues. Expect to see updates to RvR combat in testing on Pendragon soon. And, FYI, just because the Strike Team is moving on to other issues does NOT mean that we are in any way "done" with spells. We will continue to make spell tweaks and bug fixes as needed just like we always have.
We plan to have the next live version of the game contain the ability for players to "respec" one of their specializations at two points in their careers, as was announced a month or so ago. We needed to implement these 1.51 changes first, before the respec, since 1.51 contains so many "class changing" spell updates.
NEW THINGS AND BUG FIXES
- Previously, when you used the purge Realm Ability, your timer was not being reset, so if you used purge to get rid of a bad effect (mesmerize, for example), you could immediately be re-mezzed. This has been fixed.
- The "/random" command is now in, which will give you a random number. Type "/random #" to print out a number between 1 and the number you chose.
- The guild commands PROMOTE, DEMOTE, LEADER, and REMOVE now work by player name, not target, and work across zones. Use the format "/gc promote [playername] [rank]", for example.
- When you are above 1000 in your main tradeskill, any item you can successfully
make will now have an even chance of being 94-100% quality.
- There were some monster pathing problems in Darkness Falls that prevented
pets from moving between rooms properly. This has been fixed.
- You should no longer be able to "screenshot jump".
- Shadowed players - i.e. hidden players who have been uncovered by the See
Hidden Realm ability, or friendly stealthed players - no longer "pop"
into full view when they initially come into view. They now appear correctly
as shadows.
- You can no longer utilize an exploit to "rez-pull" a player through
a keep wall or boundary wall.
- Poison Merchants are now listed as such over their heads.
- When you select an object with the mouse, then use F7 to select the nearest
object or monster, the summary window should now correctly update. Previously,
it would only show the monster's health bar.
- You should no longer run into the "cast while sitting" bug. Players
would tap on the forward key to stand (when sitting), then immediately cast
and would get the "you cannot cast while sitting".
- Target Nearest Object no longer targets tombstones.
- You should now get an icon on your screen when you are stealthed.
- The Ignore Pain Realm Ability is a full heal every 30 minutes, with one 14 pt level. The documentation on the Herald will be updated to reflect this.
- Added a new key (which is by default unmapped) that allows the player to
target the last attacker. In general (if a player has no target already), his
last attacker will be auto-targeted. This allows the player to switch to the
last creature to do damage to him even if he's already targeted.
- The Use Item key has been added to the /keyboard list.
- /INVITE <name> now invites a person to a group by name - you no longer
has to be targeted. /INVITE with no name still invites the targeted player.
- Poisons can now be hotkeyed. When you activate the poison it automatically
applies to the readied weapon in the right hand. If the right-hand weapon already
has a "poison" effect, the poison will auto-apply to the left handed
weapon.
- Flying monsters should now face the correct direction when pulled into combat
by a player.
- Pets now correctly give faction hits when they make the killing blow.
- The /GC LEADER command now prints the correct rank of the new leader.
- The Darkness Falls entrance status is now on the /REALM command.
- When you prepare to use a bow, you now longer get the extra messages about
"using" the bow.
- When you delve (shift - I) a duration effect on yourself, it now shows the
time left in the effect.
- You can now change your last name for a fee of 10 gold at the name registrar.
You can do this as many times as you wish.
- The /AREMOVE <LEADER> and /AREMOVE <number> commands now correctly
work without typing additional words.
- Mashing the attack command key should no longer make pets attack dead corpses.
This was actually difficult to do to begin with, but there is now a second check
that should prevent it entirely.
- Keep lords should no longer pull through the roof
- The who and /gc who commands now take a final parameter which is the player
number you wish to start viewing at. So by typing /gc who, /gc who 25, gc who
50, etc, you can see the entire list of players.
- Self Concentration buffs should now save for real. We added an extra security
check at the last minute before the last version which was supposed to prevent
other players' concentration buffs from saving on you, but also prevented your
own. It was very secure, perhaps too much so.
- AE realm abilities should no longer damage allies.
- Style Bonus damage should now display the correct amount when attacking keep
doors/siege equipment.
- After a mez spell wears off, another cannot be cast for one minute. When in this state, when a player zoned, the mez would become immediately re-active after zoning. This has been fixed.
- The damage from the Left Axe skill has been adjusted slightly to grow more with the player as he specializes more in Left Axe. Previously, higher level people could do more damage with normal two-handed weapons than with their "special" Left Axe attacks. The damages at higher levels should now be more equivalent.
- There was a bug where Disease spells would only "snare" (slow) the target occasionally. They should now work consistently against both players and monsters.
- Delving a permanent duration effect no longer gives an incorrect timer for seconds remaining.
- Monsters who have a Confusion spell cast on them should no longer warp erratically.
- /GC AUTOREMOVE <NAME> should now work properly. This command can be
executed by guild leaders only. This command removes the specified player from
a guild, even when he is not online.
- Group Purge now correctly checks all players affected by it, and if any player
in the group has a negative effect removed, the caster's group purge timer is
reset. Previously, there were situations where the caster could use group purge
without the timer resetting.
- Spellcasting monsters should no longer inch forward between casts.
- Instant cast debuffs should no longer interrupt other player casters and player
archers.
- Cloud and trap spells should show damage values now when you delve them.
- Previously, if you zoned with a constitution buff on your character, you
would "lose" the amount of bonus hit points granted to your character,
which would then regenerate normally over time. This has been fixed so that
your hit points (and any other bonus attained from a stat buff) will remain
at their proper level when you zone.
CLASS CHANGES
- Hunters now get Evade II at 20th level.
- Berserkers now receive the throwing weapon ability upon joining the House
of Modi. Please note that this is the ability to use throwing weapons, not to
specialize in them.
COMBAT STYLE ICON CHANGES
Combat style icons are all-new and improved. First, each combat style now has its own unique icon (previously styles shared icons). Each weapon specialization has a separate icon color to help players tell their styles from different weapon types apart. Additionally, the new icons' borders are red to help you know its a combat style (as opposed to a spell or macro).
Each icon also now has a series of widgets to help you quickly remember the prerequisites for each style. From conversations with players, it became clear that what would become most helpful is knowing if the style requires an opening position and/or is a chaining style.
The upper left hand corner indicates whether the style chains off of another or is the opener for a chain. A yellow square indicates it is the first style in a chain. A single triangle indicates the second. Two triangle stacked indicates a third, and so on.
Blue triangles on the sides of the icon tell you if the style requires a positional opening. Two triangles on the side stands for a side-opener. A triangle above means you must be in front of the target. A triangle below means you must be behind the target.
The upper right hand corner indicates whether the style requires you target has just been blocked, parried, or evaded. A purple arrow widget indicates a block is required. A green arrow widget indicates a parry is required. A blue arrow widget indicates an evade is required.
The lower right hand corner indicates an effect the style may have on your target. A blue arrow widget indicates it may turn away your target. A red arrow widget indicates it may taunt your target. A red box widget indicates it may de-taunt your target.
Also, combat style weapon trail colors have changed. Previously, combat style weapon trail colors were keyed to the weapon used - all 1H crush styles, for example, used the same color. We've changed this system to be level based. Now, all low level styles are green, higher ones are blue, and so on to the highest level styles, which are purple. This way you'll know approximately what level style your opponents are using on you.
COMBAT STYLE NOTES
- The Staff combat style "Counter Evade" now has a longer movement reduction than it used to.
- The style "Niord's Fury" now chains off Frost Cut. Niord's Fury
used to be a fumble based style and fumbles don't happen often enough to base
a style from.
- The Friar Staff "Friend" style has its fatigue cost lowered. Its
stun effect has been changed to a movement effect.
JUST FOR FUN
We've added a few new "fun" commands to Camelot that allow you to roll dice and even play cards.
- a "/roll [number dice]" command is in, which simulates a dice
roll. You can specify how many die rolls you want. This command simulates a
six-sided dice only.
- "/shuffle [number of decks]" will create the number of decks you
specify and automatically shuffle them. Please note you must use this command
before using the /deal command (see below).
- "/deal [name] [u/d]" will deal one card to the player of your choice.
u/d determines whether the card is up or down (whether it is printed to the
other players or not). Please note you must use the "/shuffle" command
first to actually create the decks of cards. Also please note that the "cards"
are text-only; there are no graphics with the card system. Also, you may play
cards only with your group members.
- "/held" gives you a list of all the cards in your hand. Each of
your cards are listed with a number beside them. "/help g" gives you
a list of all the players in your group and what cards they are showing.
- "/discard [#] will discard the card in your hand that you specify. "/discard
all" gets rid of all your cards.
- "/show" shows your whole hand (turns all your 'down' cards to 'up').
- Please note that you can filter off all card and dice text by turning off emote text.
SPELL SYSTEM NOTES
BUG FIXES
- Concentration effects that a caster has on himself will no longer go away
when they zone or quit.
- Concentration pool should update correctly when you get and lose Rez sickness
- Nightshade direct damage should be set to "Skill 0" now, reducing
its variance.
- Changed Wizard Liquefaction Simmering Cloud line to do Heat damage instead
of Cold. The old damage type was a bug.
- Fixed the targeting problems with the Wizard Calefaction ground-targeted AE
DD Earth Eddies line.
- Hostile duration effects (debuffs, mez, stun, etc) are now affected by resistances
as originally intended. Durations of sleep effects (mez, stun, etc) are also
now properly affected by level variance, so that low level players casting on
higher level players will get less duration from their spells.
- The realm ability Perfect Recovery should no longer use power.
- The realm ability Thornweed Field has had its damage returned to normal (a data error caused its damage to be raised), but its snare effect has been improved.
- We've scrubbed through the spells and fixed all known spell printing problems
(misspellings, pet spells printing as though they affected you, etc.).
- The Mercenary ability Dirty Tricks and Blademaster Triple Wield should no
longer print "you cast a spell".
- Fixed Healer Celerity line; before it was not having any effect on the buff's
target, it should now provide increased attack speed as intended. The Asgard's
Strength and Defense lines should no longer take concentration points and should
use power as intended.
SPELL TWEAKS
- Increased damage and decreased casting time of the pet focus damage shields
for the Spiritmaster (Spirit's Revenge line) and Enchanter (Aura of Echoing
line) to bring them in line with the Cabalist focus damage shield.
- The Bard Captivate Audience line has had all its spells set to 350 radius
to make it consistent with similar spells in other class' lists.
- All DOTs now have their damage based on the caster's primary casting stat.
This means that high intelligence (or other prime stat) casters will do significantly
more DoT damage than they did previously.
- Increased range of Mentalist DoTs to 1500.
- Increased damage and decreased duration and frequency of Shaman and Druid DoTs. They still do 6 ticks, but over a shorter period of time.
- Druid DoTs now stack with Mentalist DoTs.
- Increased pet-only buffs to last 20 minutes for the Cabalist, Spiritmaster,
and Enchanter.
- Changed all list-caster debuffs to be instant cast. Base debuffs (Strength
and Dexterity debuffs) are on their own 15 second timer, and all advanced debuffs
(combo stat debuffs, AE debuffs, and resist debuffs) share a second 15 second
timer. This requires some thought on the part of the caster into exactly which
debuffs to use against particular opponents, and add benefit to having multiple
debuffers. All debuffs of the appropriate type are set to be instant. Debuffs
in this case refer to attack speed debuffs, resist debuffs and stat debuffs.
This should make it much more practical to use debuffs in combat, since there
won't be a damage tradeoff. Since these debuffs should be more prominent and
useful, durations have generally been shortened, and area effect versions have
had their power costs increased appropriately.
- Increased range on pet heals as part of the healing revision.
- Changed Warden pulsing bladeturn into a chant so Wardens can switch between
their existing chants and this one in combat.
- Changed all concentration based resistance buffs to be 10 minute duration
group targeted buffs. They now cost power instead of concentration points. This
was done to allow buffers more leeway to provide more buffs on their party members.
- The Cleric Smite line was re-tuned to bring this specific class/skill combination
into line with other healers. The primary change was a reduction to the direct
damage spells (single target and AE), which were doing the equivalent damage
to a nuker direct damage spells. This was inappropriate due to offensive and
defensive melee capabilities of the Cleric. The Heavenly Strike line (AE DD)
now has had its radius increased to 350 at all levels, however.
- Changed the re-use timer on the new taunt spells (Friar and Paladin) to 30
seconds.
- Increased range of Cabalist and Spiritmaster health transfer spells and Shaman Frigg's lines to 2000, since they are effectively healing spells.
- DoT spells are now properly affected by resistances to bring them in line with DD spells.
- The range of Mentalist Curative Trance line has been increased to be in
line with the recent healing changes.
- Increased the effectiveness of Champion debuffs to give them more impact in
RvR and make the spells more commensurate with their fatigue cost.
- Increased damage on the Enchanter pet direct damage spell.
- Increased recast timer on Warden's Nature's Guard, Nature's Barrier, and Nature's Wall chants to 16 seconds.
NEW SPELLS (BY REALM)
HIBERNIA
- Added a base group heal to Hibernian Regrowth line. All Druids/Bards/Wardens should have it now. This gives the healing classes in all 3 realms a base group heal.
Group heal:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation
- Added Cure Poison and Cure Disease to Bard Regrowth spec. This was done to
give Hibernia two classes with these abilities like the other realms; previously
only the Druid could cure disease and poison.
7 Cure Disease
9 Cure Poison
- Added a short duration, high attack speed debuff to Enchanter Bedazzling spec
to improve the usefulness of the list.
Short duration, high attack speed debuff
11 Dazzling Flash
21 Dazzling Torch
31 Dazzling Flare
41 Dazzling Strobe
- Added ground targeted area effect direct damage to Eldritch Void spec:
16 Sphere of Negation
23 Sphere of Oblivion
34 Sphere of Annihilation
43 Sphere of Unmaking
- Added insta-cast root to Druid Nature spec; these are all on the same 10 minute
timer. All Druid roots have been set to "no recast", however. This
was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-root
28 Sprouting Undergrowth
AE Insta-root
36 Bursting Undergrowth
46 Choking Undergrowth
- Added insta-cast mes to Bard Music spec; these are all on the same 10 minute
timer. This was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-mes
29 Hypnotic Harmony
AE Insta-mes
37 Deluding Harmony
47 Entrancing Harmony
- Added a self strength/constitution buff to the Champion Valor spec track to
make them more competitive with tank classes that have higher natural constitutions:
5 Vigor of the Champion
10 Strength of the Champion
16 Fortification of the Champion
23 Focus of the Champion
32 Power of the Champion
40 Force of the Champion
50 Might of the Champion
- Druid pets now have more productive abilities, and new abilities with level.
These abilities are cumulative:
L1 summon: No special abilities
L7 summon: Self AF buff, now scales with level (the higher level the pet,
the greater the bonus)
L12 summon: Str/Con buff (scales with level)
L20 summon: chance of a short stun (this is the old stun, but the
area-effect component has been removed)
L32 summon: chance of proccing a short duration bladeturn effect
- Moved Enchanter Lesser Effervescence line from Empowering list to the Enchantment
base list; this is consistent with the way the other realms are set up. The
levels the spells are awarded changed slightly:
5 Lesser Effervescence
14 Effervescence
25 Greater Effervescence
34 Superior Effervescence
45 Maximum Effervescence
ALBION
- Added the following spells to the Wizard Calefaction spell list to help make the Earth specializition track more appealing as an option to Fire and Ice.
AE Root
13 Trembling Earth
32 Quaking Earth
42 Buckling Earth
Ground targetted AE DD
16 Earth Eddies
25 Earth Splash
34 Earth Ripple
43 Earth Wave
Matter-based DoT
6 Molten Wrap
10 Greater Molten Wrap
16 Molten Blanket
23 Greater Molten Blanket
29 Sheet of Lava
35 Greater Sheet of Lava
41 Sheet of Magma
48 Greater Sheet of Magma
- Added following spells to Sorcerer Telekinesis (Matter spec) list to flesh
out the list and give it more specialization value.
AE Dex/Qui debuff
15 Constricting Field
23 Restraining Field
34 Major Constricting Field
45 Major Restraining Field
Snare + DD
17 Lesser Constricting Jolt
24 Constricting Jolt
31 Lesser Constricting Force
40 Constricting Force
49 Major Constricting Blast
- Added taunt spell line to Paladin Chant spec. This spell is intended to alleviate
the fact that Paladins have no ranged technique to pull with. These spells do
damage that accrues on the hate list of their target, but do no actual damage.
They are on 8 second timers, and cost no power.
Paladin Chants
5 Provoke
15 Aggravate
30 Enrage
40 Infuriate
- Added a taunt line to the Friar to allow them to pull in PvE (primarily when soloing).
Single target, timer based taunt
6 Tease
19 Annoy
36 Inflame
40 Incense
- Added a self Dex/Quickness buff to the Friar's Enhancement spec to better
reflect that they primarily use Staves, which are dexterity based.
7 Readiness
12 Coordination
18 Agility
25 Precision
35 Gracefulness
45 Fluidity
- Added a new area effect mesmerize spell to the Minstrel. This new line of
spells are half duration mez. Since the Cleric was often being used for AE Mez
crowd control with their PB AE Mez, and since that has been put on a 5 minute
reuse timer, the secondary crowd controller in the realm (the Minstrel) is now
being given a little extra versatility in this realm to bring them up to par
with other secondary crowd controllers.
10 Comforting Lullaby
15 Enchanting Lullaby
21 Pacifying Lullaby
28 Entrancing Lullaby
36 Sedating Lullaby
45 Enrapturing Lullaby
MIDGARD
- Added the following spells to Shaman Cave Magic line:
Single target DD; note that this damage spell is on the same timer as the Fungal Pin line, and should be used as an alternative to the bolt spell for targets in melee combat.
Direct Damage
1 Fungal Mud
4 Fungal Froth
7 Fungal Muck
11 Fungal Slush
15 Fungal Slime
20 Fungal Ooze
25 Fungal Sludge
30 Fungal Ichor
35 Fungal Scum
41 Fungal Mucus
- Added point blank area effect direct damage spell to Spiritmaster Spirit Suppression
list:
8 Soul Dissipation
14 Soul Dispersal
20 Soul Blast
26 Soul Explosion
34 Soul Banish
41 Soul Destruction
49 Soul Annihilation
- Added low level resurrect to Spiritmaster Spirit Enhancement list:
23 Restore Spirit
- Added ground targetted area effect direct damage to Runemaster Rune spec:
19 Mark of Ruin
26 Mark of Havoc
35 Mark of Devastation
43 Mark of Undoing
- Added some new spells to the Healer Augmentation spec track. These new spells
are intended to make the Healer more effective in combat, without adding explicitly
offensive magic. This is intended to provide an alternate track for a Healer
to spec in to give a different play style.
Short duration group haste buff, stacks with concentration based haste
18 Celerity
26 Enhanced Celerity
32 Amplified Celerity
44 Pure Celerity
Self only Str/Con buff
8 Asgard's Lesser Strength
19 Asgard's Strength
28 Asgard's Lesser Potence
34 Asgard's Potence
42 Asgard's Lesser Might
49 Asgard's Might
Self only damage shield
13 Asgard's Lesser Defense
21 Asgard's Defense
29 Asgard's Protection
43 Asgard's Deflection
48 Asgard's Greater Deflection
A NOTE ON HEALING SPELLS
The standard healing spells (ones with normal cast times, including the standard group heals) have been significantly revised, both to fix some longstanding efficiency problems at higher spec levels, and also to encourage healing classes to heal more in RvR. In general, these revisions affect casting times, range and power costs, not amounts healed. The intent is that this will have the effect of decreasing downtime and increasing effectiveness in RvR, without altering the balance of PvE combat too much. PvE changes are not the intent of these fixes, but some give and take is accepted here. The Cleric/Friar in Albion, Shaman/Healer in Midgard, and the Druid/Bard/Warden/Mentalist in Hibernia are all affected by these changes, and all equivalent spell lines have been adjusted according to the same new baselines.
There was a bug in the Hibernian healing lines due to them using outdated baselines that resulted in some of the Druid/Bard/Warden healing spells to be less effective than equivalent level healing spells in the other realms; this has been corrected with these changes.
The primary change that affects all of these spells is that the efficiencies never go down at higher levels. These means the higher level spells are always going to heal at least the same number of hit points per power point as a spell of lower level. Since efficiencies were previously decreasing, this means that many healing spells have had their power costs reduced, especially higher level spells. This is the primary change to the non-spec heals (which all healers have).
The "third tier" healing spells, a.k.a. "major heals", are the lower heals earned by specializing in healing. These spells have been revised to significantly increase in power efficiency with level. Again, this effectively decreases the power costs of these spells at higher levels, and makes it possible to heal for extended duration in combat.
The "fourth tier" healing spells, a.k.a. "greater heals", have had their costs re-tuned to make sure their efficiency does not decrease. These spells are not as power efficient as third tier heals, however. The new change that should significantly increase the utility of these spells is that the higher level the spell, the lower its casting time will be. The first spells in these lines have had their casting times slightly reduced, and the further a healer specializes, the lower the casting time goes. At the highest levels, the casting time can go below 3 seconds. Since these spells heal the most hit points, the lower casting times should make them much more practical and useful in RvR.
Both group heal lines have had similar tuning so that their efficiencies no longer go down, and their costs have in general decreased to reflect the increased efficiency. The base group heal increases in efficiency now, so the upper levels cost substantially less, while the spec group heal has been changed so that its casting time decreases with spec, and the amount it heals has been increased.
The last change is very significant, and that is that all standard heals have had their ranges increased to 2000, and group heals have a radius of 2000. This is intended to increase healer survivability by allowing them heal from distance, and increasing their availability to resurrect after battle.
SPELL SYSTEM GRAPHICAL NOTES
- All musical spellcasters now get the floating notes cast effect for some
spell. The new notes effect is smaller and less obtrusive, though. Musical effects
which seemed to have the old and new notes at the same time should be cleared
up.
- Pulse effects for musical casters are mostly removed, except for the speed
song, which has the small foot twinkles. Other songs now just have a one-time
hit effect.
- A downward, colorful spiral was added to some of the stun effects to differentiate
them from some other, similar effects in the game. Stun and "mez"
effects are still being tweaked, and a better method of showing when such spells
"break" is being looked into.
- Two effects which make silver and gold twinkles were adjusted to a smaller,
more appropriate scale. (Purely aesthetic change).
- Adjusted the clashing sword/axe buff effect for Midgard so it no longer
hits tall trolls in the head.
- Switched the Berserk effect to a more appropriate red swirl.
- Added a magical rune effect for some Midgard shield spells.
- Fixed Spiritmaster Point Blank mesmerize spell graphics to have the appropriate
mesmerize "zzzzz" effet.
SOUND SYSTEM CHANGES
- Random ambient outdoor sounds have been tweaked. Many confusing or otherwise annoying sounds have been removed, and replaced by different, more appropriate sounds.
PLAYER FIGURE NOTES
- The Firbolg male model no longer carries his shield too far away from his forearm. It is now much closer.
CRAFTING SYSTEM UPDATE
- Heavy Shod Staff and Heavy Shod Quarterstaff recipes in Albion now produce
the correct Staff
- Heavy Shod Staff recipes now start at 495, instead of 595
- Heavy Shod Quarterstaff recipes now start at 515, instead of 615
- Heavy Composite Bow recipes now start at 515, instead of 615
- Fixed all level 51 armor recipes that created the wrong item, as well as recipe values.
- Level 51 armors will no longer be picked for consignments.
- Added new items to fletching for all three realms:
Albion: Heavy Short bow, Heavy Longbow, Light crossbow, Heavy Staff, Heavy Shod staff
Midgard: Heavy Staff, Heavy Composite bow
Hibernia: Heavy Short bow, Heavy Recurve bow, Heavy staff
WORLD NOTES
- Hibernia: You can now bind in Tir Na Nog.
General Quests
We're continuing our introduction of a new type of quest intended to pick up where kill tasks leave off. These new quests are a storyline-based type of kill task. There are 21 of these quests being added for each realm, and they are intended for players between levels 21 and 41. To maximize your benefit we recommend you do them at the suggested level, but you may need to bring a partner to ensure your success in slaying the appropriate monster. Speak with your local barkeep for more info.
Albion Quests
- We have added a limit to the maximum number of times you can complete the
following quests: "Soul Gem" and "Fell Tooth Bounty."
Realm v. Realm - Frontier Keeps:
- Siege merchants in the frontier are no longer be charmable.
Dungeon Notes
Three more dungeons have gotten an overhaul. These changes include new sections
of the dungeons opened for player use, and new encounter areas.
Albion: Tomb of Mithra: Rumors of increased activity in the Tomb of Mithra have
run rampant through the local alehouses. Lord Prydwen has issued an official
edict that all citizens of the Realm are not to explore the dungeon. Any attempt
to do so may spark greater evil than that which currently inhabits the tomb.
Albion: Catacombs of Cardova: During a recent journey to the Catacombs of Cardova,
a group of adventurers happened upon the corpse of a tomb raider. Upon closer
examination, they found him to be mumbling incoherently, his body in tattered
ruins, his flesh singed and hair completely burned off. Disregarding the dying
thief's warnings, the group descended the steps into the darkness of the crypt.
One member made it outside before he died.
Midgard: Nisse's Lair: There have been rumors of recent activity in Nisse's
Lair. The tomte of the region have begun digging new caves and passages within
their home and more tomte have begun moving to the area. Hunters of the realm
are unsure of the cause for this sudden flurry of activity.
Midgard Dungeon: Varulvhamn: The King of the Werewolves has returned to Varulvhamn seeking fresh sacrifices for the Altar of Lyceaon. Werewolf kin of Midgard have begun shouting praises at his return as well as the essences of nature that once flowed through their blood. Uncovering a once-hidden maze of passages , the werewolves within their dark lair have now made room for its increased population of lycanthropes. Tread lightly lest you wish to be the king's next sacrifice.
Please note that the revised dungeons have multiple exits, some of which are one-way, meaing you cannot re-enter from the same spot.
Midgard - Nisse's Lair: You should no longer get dumped into the void and then back to your bind point. All monsters in the new areas of the dungeon should now be spawning correctly.
Albion - Tomb of Mithra: All monsters in the the new areas of the dungeon should
now be spawning correctly.
Monsters
Hibernia: Lough Gur: Melancholic fairies have been harassing passers-by in the
southwest of Lough Gur. These fairies will attack those that disturb their home
or even get near it.
Hibernia: Cursed Forest: Blight begins his life in the form of eight small skeletons.
It seems that occasionally one of these eight would stray off from his group.
This would result in Blight's second phase not appearing when the first group
is killed since all of the small skeletons must be found and killed. The small
skeletons will be much better about staying together now and will periodically
regroup with one another just to make sure.
Hibernia: A healer, enchanter, smith and arrow merchant have decided to set up shop outside the North Gate of Tir Na Nog.
Midgard: Fire giant scouts in Muspelheim should no longer say they are too far away to target even when you are right next to them.
ALBION: The Gytrash in Albion have had their apperance changed so they look more undead.
Albion: Cotswold citizens are overjoyed at the newest addition to their town, Brother Lawrence. He is a devoted servant of the church and is waiting to ease the suffering of anyone who needs his help.
Monsters: Albion: Stonehenge Barrows: The advisors in the Wizard Lichas' room are no longer required to stand still when casting their spells.
OBJECT NOTES
We have begun to weed out items that have invalid skill bonuses or stat increases that are not useful. This is the first batch of fixes, and we will be continuing to fix these types of problems on an on-going basis. The majority of these items had evade, bow skill, and/or were Paladin items with chants or piety. None of these bonuses helped anyone, so they were changed.
Please note that some of these items were originally documented as fixed in version 1.50 (the previous version). These fixes are now fixed as of this current version (1.51).
- The Serrated Black Tooth should now have body and matter resist, instead of two body resist entries.
- The Petrified Bardic Wonder now has cold, matter, and body resists instead of three cold resist entries.
- The Accursed Cloak of Shadows (Albion & Midgard) can now be dyed and emblemized.
- The Dull Asterite Runed Staff and the Dull Asterite Spirit Staff now have a salvage value set.
- Due to player feedback, the minstrel quest reward Ring of Coruscating Harmony now buffs +charisma, +strength, and +spirit resistance.
- The Dartmoor ponies should no longer be dropping silver in addition to their normal pelt drops.
- The common loot drop on hill scrags was altered so that theyd drop more silver on average.
- The Yellow Silken Robes should now have a working charge effect.
- The Bracelet of Defense can no longer be held.
- The Boots of the Stealthy can no longer be held.
- Ring of Shades had its stats appropriately raised.
- Ignuixs Portable Shadow had its stats appropriately raised.
- Nightshade's Jewel had its stats appropriately raised.
- The Cloak of Night had its stats appropriately raised.
- Shadow Woven gloves had their bonuses appropriately raised.
- The Dark Shod staff had its strength bonus changed to dexterity.
- Boots of the Forlorn now have the correct armor factor.
- Moonlit Helm had its quickness stat replaced with constitution.
- Blademaster Initiate gloves are now reinforced armor.
- Glistening Shilleagh should have the proper damage setting.
- Diamond Scimitar should now have the proper damage setting.
- Nibbled Staff now has a heat resistance.
- Soft drake hide sleeves now increase dexterity.
- The proc on the protector of the stone oracles is now reactive.
- All Instruments should purchased from stores at 85% quality.
- Splendid Boots of Glory now have crush resist in place of the second cold resist.
- Kedger's Quick Boots can now be dued by the proper dye.
- The Twisted Truesilver Ring now has slash resist in place of the second body resist.
- The Ancient Witherwoode Shield had the second cold resist changed to energy.
- Padded leather robes can now be dyed.
- Regal robes can now be dyed.
- All albion level 50 vests have been converted to a robe.
- Tundra Walker's Mantle can now take dyes and emblems.
- Helm of vision now has a studded helm graphic.
- Giant gutter had the phantom proc ability removed.
- Valor bound spear now has a constitution bonus rather than charisma.
- The Truesilver kite shield had the second body resist changed to spirit.
- Robes of Celerity now increase parry instead of evade.
- The Lynx Spider Jerkin, had the invalid backstab increase changed to critical strike.
- The Ruined Roman Helm had the piety removed and replaced with strength.
- The Skull of Aer'ambor had the piety removed and replaced with constitution.
- The Slythcur cloak now increases critical strike and stealth instead of evade.
- Studded Fae boots now increase stealth instead of evade.
- Bounder Fur boots now increase stealth instead of evade.
- The Girdle of catlike movement now increases critical strike instead of evade.
- The Hollow plate helm now increases strength instead of piety.
- Boots of the Agile evader now increase stealth instead of evade and were renamed to Boots of the Slinker.
- Forest Hunter's Boots now increase hit points instead of evade.
- The Kraggon Worm Helm had the piety and chants removed and replaced with constitution and hit points.
- The Frosted Plate Helm had piety and chants removed and replaced with parry and dexterity.
- The Ghoul Knight helm had the piety removed and replaced with strength.
- The Bear Mask had the Berserk replaced with parry.
- Mourning Rage had its berserk skill replaced with axe.
- The Boots of Loki had the evade skill replaced with strength.
- The boots, Dancing Evaders had the evade skill replaced with stealth and were renamed Boots of Stealthy Evasion.
- The Black Night Cloak had the evade skill removed and replaced with critical strike. It was renamed Cloak of Night.
- The Serpent Hide helm had the berserk removed and replaced, the item also had unusable entries changed.
- The Runed Clay boots now increase stealth instead of evade.
- Supple Serpent hide boots now increase stealth instead of evade.
- The Supple Serpent hide helm now increases dexterity instead of berserk and had unusable entries changed.
- Jotun Black Orm Boots now increase Matter resist instead of evade.
- Brendig's Belt now increases Critical Strike instead of evade.
- Pillager's boots now increase constitution instead of evade.
- Boots of the Frenzied bear now increase strength instead of evade and berserk.
- Shadowhand's Cloak now increases critical strike instead of evade.
- The Windbound Cloak now increases stealth instead of evade.
- The Lion Embossed Helm now increases hit points instead of chants, piety and charisma.
- The Forester's Helm now increases Longbow instead of evade.
- The Ancient Helm now increases constitution instead of piety.
- Bloodied Leather Boots now increase stealth instead of evade.
- Spirit Fighters Robes now increase parry instead of evade.
- Redoubled Leggings now increase strength instead of piety.
- The Flute of Displacement increases stealth instead of evade.
- The Heavy Pull short bow had the bow skill increases removed and replaced with dexterity.
- Cath Gloves had the parry increases removed and dispersed to critical strike
and envenom.
- The Formorian Short bow had the bow skill increase removed and replaced with quickness.
- The Splintered Mephit Femur had the invalid backstab skill increase replaced with critical strike.
- The Kedger Short Bow had the bow skill increase replaced with dexterity.
- Idolator Boots now increase stealth instead of evade.
- Earth Crafted Molded Boots now increase stealth instead of evade.
- The Earthen Defender now has additional blade skill instead of evade.
- Boots of the Wicked Evader now increase stealth instead of evade and were renamed Boots of the Wicked.
- Kedger's Gilded Boots now increase dexterity instead of evade.
- Master Nightshade's Necklace now increases critical strike instead of evade.
- The Ore Bow now increases dexterity instead of bow skill.
- The Hardended Short Bow now increases dexterity instead of bow skill.
- The Belt of Misdirection now increases quickness instead of evade.
- The Vest of Dislocation now increases stealth instead of evade.
- The Worn Asterite Shod Short Bow now increases dexterity instead of bow skill.
- The Fine Asterite Shod Short Bow now increases dexterity instead of bow skill.
- Musty leather boots now increase stealth instead of evade.
- Observer Boots now increase quickness instead of evade.
- The Tainted Avernal Breastplate now increases strength instead of piety.
- Tainted Avernal Gauntlets now increase strength instead of piety.
- The Tainted Avernal Helm now increases strength instead of piety.
- The Tainted Demon-forged Breastplate now increases quickness instead of piety.
- Tainted Demon-forged Gauntlets now increase constitution instead of piety.
- The Tainted Demon-forged Helm now increases constitution instead of piety.
- The Abysmal Breastplate now increases contitution instead of piety.
- Abysmal Plate Gauntlets now increases strength instead of piety.
- The Abysmal Plate helm now increases hit points instead of piety.
- The Maligned Avernal Short Bow now further increases dexterity and quickness instead of bow skill.
- Stonewatch Gauntlets now increase strength instead of piety.
- The Helm of the Malevolent now increases hit points instead of piety.
- The Avernal Maligned Short Bow now increases quickness instead of bow skill.
- The Acursed Demon Short Bow now further increases dexterity instead of bow skill.
- The Infernal Malison Short Bow now increases quickness instead of bow skill.
- The Goblin Archer Short Bow now increases quickness instead of bow skill.
- The Flawed Runic Short Bow now increases Dexterity instead of bow skill.
- The Runic Bow now increases dexterity instead of bow skill.
- The Truesilver short bow now increases dexterity instead of bow skill.
- The Bow of the Silver Talon now increases quickness instead of bow skill.
- The Nightshade's Jewel had the bonuses appropriately raised.
- The Eldritch class armor now has more resists.
- Softened bark armor should now have the proper armor factor.
- Gold lined drinking horns can now be used by any class.
- The Boots of Favor and Heavy Boots of Favor can now be dyed.
- Wrym Sleeves can no longer be held.
Salvageable Items
We've been going through in-game objects to make them able to be salvaged. Here's the first list of those items that can now be salvaged. Note that some of these items may have different repair and/or sell values, as they were using outdated values that are now correct with current standards. Please note that we continue to work on this, and that more items will be salvalgeable in future versions of Camelot.
Albion: Kraggon Worm Boots, Kraggon Worm Greaves, Kraggon Worm Breastplate, Kraggon Worm Arms, Kraggon Worm Helmet, Kraggon Worm Gauntlets, and Kraggon Sword. Also Huntsman's Longbow, Imbued Longbow, Sylvan Longbow, Rune Longbow, Glyphed Longbow
Midgard: Klippor sword (also added a +str bonus), Riva hauberk (also added more hitpoints), Wiley's Boots, Bow of Winter
Hibernia: Elven Recurve Bow, Oaken Recurve Bow
Misc. Salvageable Items
- Any dropped Weighted asterite runed staves are now salvagable.
- Any dropped Weighted asterite spirit staves are now salvagable.
- Any dropped Black Golden-embossed Hoods are now salvagable.
Dark Age of Camelot
Version 1.50C Release Notes
=======================================
ASSASSINS AND "ONE SHOT" KILLS
Up until last Tuesday, Assassin characters were able to remain hidden if they killed their target in one shot. This "ability" has been in the game since the inception of Critical Strike Combat Styles. However, we never intended for it to work that way - it is generally not a good game dynamic to have stealthed characters killing people and not becoming visible. Some assassins (not all, just some) were abusing this "ability" to one-shot kill "gray" level enemies and kill them with no chance of being found. But, at the time that we found out that assassins were able to do this, the assassin classes as a whole were still a bit underpowered, so we made the choice not to fix the bug.
As most assassins know, in the 1.50 patch, we inadvertently fixed the "one shot kill but remaining stealthed" bug (by fixing a few bugs relating to hidden players attacking monsters). Now that assassin characters are no longer underpowered, and no longer need any additional advantages, we have decided to keep this fix in. So, assassins will no longer be able to remain stealthed after one-shot kills. Assassins will still be able to kill some lower level (and probably "blue" level mages) characters in one shot, but no longer will they be able to do this with the impunity that they have enjoyed.
NEW THINGS AND BUG FIXES
- The ability to respec Realm Abilities is in. You can respec Realm Abilities at level 20 and level 40. Use the "/respec" command to do this. Please note that you can only use this command when you are near your class trainer.
- New and more complete documentation for Realm Skills is up on the Camelot Herald.
- Stun spells are no longer "un-resistable". In some cases, you
would get a message when casting a stun spell on a monster that it had resisted
your spell; and then the stun would stick anyway. This has been fixed.
- Ground Target area effect spells will no longer damage siege equipment and
doors as much as they previously did.
- Hidden players can now trigger runes and be hit by volley.
- There was a bug where using a combat style with about 30% of your endurance
would lead to a message saying that you didn't have enough endurance to perform
the style, even though you did. This bug has been fixed.
- Slightly decreased casting time on Shaman Cave spec Grasping Creepers line.
- Disease spells have had their values tweaked. RvR effectiveness of the strength
debuff has been increased, and the PvE effectiveness should be the same. The
snare component of disease will work on players, but does not currently work
on monsters.
- Concentration points will no longer be "used" if the spell does
not cast on its target because that target already had that same buff.
- In some cases, Purge did not have its 30 minute timer reset, which led to
"chain purging". This has been fixed.
- There was a bug when you respec Realm Abilities that the interface did not
update to show you that you had your realm ability points given back to you.
This has been fixed.
- Realm Ability Falcon's Eye has been raised from 3% per level to 5% per level,
to bring it in line with the other critical-hit buffing realm abilities.
- Raging Power and Second Wind have been changed to have only one level (since
they heal power and fatigue to full, respectively) that costs 10 points.
- The documentation for True Sight has been changed to show that the ability
can be used every 30 minutes, and it lasts one minute. This was never actually
changed in-game, but the documentation was. Now, both are synched up properly.
- Runemaster Epic Armor has been tweaked a bit to give it more of a "cloth"
look.
- Purge and Group Purge should now properly remove all bad effects from yourself
(and group members, for group purge).
- Falcon's Eye will now function correctly - previously it didn't help (or hinder)
your chance to get a critcal hit.
- Realm Ability combat styles have had their bonus damages normalized to a 4
second weapons. Because these types of styles do not take endurance, they were
penalizing fast weapon users. Now everyone does the same bonus damage no matter
what speed weapon they are using.
- Realm Ability Combat Styles have had their timers reduced to 10 minutes (previously
they were usable every 15 minutes).
- Siege Bolt now has a normal range. Previously, it could be used from any range.
- Severing the Tether now is area-effect and will turn enemy pets against their
owners.
- Changed Mastery of Concentration realm ability to last 15 seconds instead
of 60, but it now gives a greater chance to avoid interruption. Note that this
ability is dependent on the level of your attacker. A red monster will still
be very difficult to cast spells on.
- Mastery of the Arcane now boosts run speed chants. Buffs boosted by this ability are still under the existing spell caps, however.
- The Brilliant Aura of Deflection should give the proper level of bonus now, and is not capped.
- Avoidance of Magic is now outside the normal resistance bonus caps.
- Realm ability Mastery of Pain is now based on Augmented Dexterity.
- Realm ability First Aid has had its effect increased.
- Realm ability Ignore Pain is no longer a complete heal. It has 3 levels, like First Aid, and heals for slightly less than First Aid per level.
- Realm ability Thornweed Field has had its damage per tick increased.
- Realm ability Mastery of Water has had its effectiveness increased from 3%
to 5% per level.
- Realm ability Regeneration has had its effect increased.
- Realm ability Bladedance has had its damage changed so that it is more effective and scales with level.
WORLD NOTES
Albion Quests:
Scouts, Infiltrators and Minstrels who have completed the quest Wizard's Appeal and recived a Brooch of Conferred Blessings may return to Cynwik the Wizard to recive a one time swap for the correct reward.
=======================================Dark Age of Camelot
Version 1.50B Release Notes
=======================================
NEW THINGS AND BUG FIXES
- Druid Realm Abilities were set incorrectly - Druids were not getting the abilities they were selecting from their trainer. This is now fixed. Please note