Camelot Unchained Surpasses $2 Million Crowdfunding Goal

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City State Entertainment Co-Founder Mark Jacobs and private investors commit an additional $3 million

May 2, 2013 – City State Entertainment announces that its crowdfunding campaign for Camelot Unchained (working title) has reached its target of $2 million. The TriRealm™ RvR-focused MMORPG will now receive $3 million in additional funding, including $2 million from studio co-founder and online game industry pioneer Mark Jacobs. The process of ramping up to full development is already under way. Pledges are still being accepted via Kickstarter until May 2 at 11.56 am EDT, and through PayPal until further notice.

“The last 30 days have been an incredible journey,” said Mark Jacobs. “We believed there’s an audience for a highly focused game like ours, which has now been proven. What we didn’t expect was how our community would come together so quickly and avidly. Not only is our average pledge off the chart, our backers have been just as intensely supportive in other ways, from providing immense amounts of helpful feedback to translating information into four languages (German, French, Japanese and Korean), and more. Our entire team is grateful beyond words for the way they have inspired us with their fervent interest and amazing enthusiasm.”

During the campaign, the company stated its intention to create a proprietary engine that will be optimized for large-scale battles with hundreds of characters on-screen at one time. Led by co-founder Andrew Meggs, the programming team has made tremendous progress in a very short time. A recent technology demo consistently achieved 200 to 400 frames per second while showing 1,000 characters, each individually rendered at approximately 12,000 polygons without using level of detail, plus smoke and other particle effects.
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City State also unveiled initial details about the innovative building system that will be a core element in Camelot Unchained. Employing a building block approach, it will offer unprecedented flexibility. Players will be able to craft a variety of both individual cells and larger segments called pre-fabs, which they may then assemble in nearly limitless ways to construct not only small houses, but also halls, manors, castles, walls, towers, other defensive structures, etc.

To stay informed about Camelot Unchained, sign up for the newsletter, follow the progress of development and more, visit www.camelotunchained.com.

About City State Entertainment
City State Entertainment is an independent video game development studio founded in March 2011, in Fairfax, Virginia, by online gaming pioneer Mark Jacobs and “top gun” programmer Andrew Meggs. Jacobs previously founded Mythic Entertainment, creator of two of the highest rated MMORPGs to date, Dark Age of Camelot® and Warhammer Online: Age of Reckoning®, as well as over 15 other games/expansion packs. In October 2012, they released their first game, March on Oz™, for Apple’s iPad.
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The studio embodies an “open office” collaborative environment wherein all team members contribute to the design and the development process. The staff is a very diverse bunch that also includes lots of four-legged mammals, two bearded dragons and other assorted critters. The team is currently porting March on Oz to multiple platforms, including the iPhone, select Android tablets and phones and the PC. They are also in pre-production of their second game and working on the Kickstarter project for an MMORPG. For more information about City State Entertainment, please visit http://www.CityStateEntertainment.com.

City State Entertainment, Camelot Unchained, March on Oz and Tri-Realm are trademarks of City State Entertainment LLC. All other trademarks are the property of their respective owners.

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Camelot Unchained by City State Entertainment — Kickstarter

City State Entertainment, led by online game pioneer and Mythic Entertainment founder Mark Jacobs and code guru and CSE co-founder Andrew Meggs, needs your support to make the next great Massively Multiplayer Online Role-Playing Game (MMORPG) for the PC and select tablets (stretch goal dependent) .As one of the very early online gaming developers (circa mid-1980s) and the creative driver behind Dark Age of Camelot®, Mark has seen online games grow from an unloved, mostly ignored part of the industry to a major driving force. He believes the time is right once again for a small, barely known studio to craft a title that can compete in today’s market, just as in 1999 when Mythic Entertainment began work on Dark Age of Camelot.

CLICK LINK FOR MORE INFO !

Camelot Unchained by City State Entertainment — Kickstarter.

A New Tri-Realm MMORPG from Mark Jacobs and City State Entertainment !

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Gamers will be able to support a focused re-imagining of the Arthurian legends through Kickstarter

Feb. 5, 2013 – City State Entertainment revealed today that it will launch a Kickstarter campaign in March, 2013 to help fund the creation of Camelot Unchained (working title), a massively multiplayer online role-playing game (MMORPG). The project is the latest from CSE co-founder Mark Jacobs. An online industry pioneer and founder of Mythic Entertainment, he came up with the concept for and led the team that created one of the genre’s very first international successes, the landmark Dark Age of Camelot ®, which launched in 2001, achieved immediate popularity and critical acclaim, won dozens of awards, and is still in operation.

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The core concept for the new MMORPG focuses tightly on three key elements, RvR, housing and a true player-owned economy. The central conflict encompasses a trio of diverse, competing realms – Arthurian, Tuatha Dé Danann and Viking – each seeking to assert its dominance over an open and persistent world reflecting the universally familiar but greatly re-imagined Camelot and European mythos. All aspects of this RvR-focused MMORPG are tied into and support the three realms’ ongoing battle for superiority and control. The player housing and crafting systems will also be very significant components and both key closely into the RvR theme.

“We believe there’s a small yet viable audience of fans who are very keen to play this type of MMORPG,” stated Mark Jacobs. “However, tightly focused niche games don’t necessarily hold great appeal for traditional publishers who are looking toward the mass market. We see Kickstarter as the best way to reach out directly to the people who will actually play our game for help in funding its creation.”

“Furthermore,” Jacobs added, “we feel Kickstarter is great market research. When we meet our funding goal, the other investors and I will be even more confident about committing the additional money needed to complete development and to launch and operate the game. A successful campaign will provide solid evidence that a truly enthusiastic and committed target audience will be eagerly awaiting its release.”

Over the coming weeks, CSE will focus on building brand awareness for the game prior to the launch of its Kickstarter campaign. Mark and the team will provide developer blogs and release further information on the company’s project page (www.camelotunchained.com) and through leading industry publications.

About City State Entertainment
City State Entertainment is an independent video game development studio founded in March 2011, in Fairfax, Virginia, by online gaming pioneer Mark Jacobs and “top gun” programmer Andrew Meggs. Mark Jacobs previously founded Mythic Entertainment, creator of two of the highest rated MMORPGs to date, Dark Age of Camelot ® and Warhammer Online: Age of Reckoning ®, as well as over 15 other games/expansion packs. Over the last two years, the studio has grown to 13 hard-working, sarcastic, and politically incorrect individuals. In October 2012, they released their first game, March on Oz™, for Apple’s iPad. The studio embodies an “open office” collaborative environment wherein all team members are expected to contribute to the design and the development process. The staff is a very diverse bunch that also includes lots of four-legged mammals, two bearded dragons and a tarantula. The team is currently porting March on Oz to multiple platforms, including the iPhone, select Android tablets and phones and the PC. They are also in pre-production of their second game and working on the Kickstarter project for an MMORPG. For more information about City State Entertainment, please visit http://www.CityStateEntertainment.com.

City State Entertainment, March on Oz and Tri-Realm are trademarks of City State Entertainment LLC. All other trademarks are the property of their respective owners.

The Origins Of The Elder Scrolls Online – Features

Matt Firor has spent twenty years in the game industry thinking about and creating online games. Once a leading voice at Mythic Entertainment and a producer on the beloved MMO Dark Age of Camelot, Firor left that studio and began the monumental task of taking The Elder Scrolls series online. With Oblivion as a rough starting point, there were years of head-scratching and team-building. Check out the video below to learn how the game began, Bethesda Game Studio’s and Todd Howard’s involvement, and how the team is attempting to the make the MMO a comfortable transition for fans of the series.

CLICK BELOW TO SEE THE VIDEO :

The Origins Of The Elder Scrolls Online – Features – www.GameInformer.com.

The Elder Scrolls Online (ESO) General Article: Three-Faction PVP a la DAOC

Welcome to our first Elder Scrolls Online column at MMORPG.com. This feature kicks off a series that will follow the game all the way to launch and beyond. After the announcement last week we are just as excited as you guys to see what Zenimax has in store. Game Informer ran an amazing interview with Paul Sage, Creative Director on the project. Paul’s career goes all the way back to Ultima Online and he is a true veteran of the industry. One of the major points that Paul brings up in the interview is the three faction PvP system.  Being that the Elder Scrolls has never had official PvP in it, I thought this would be a great aspect of ESO to begin the column with.

About three quarters of the way through the interview Paul delivers what the three factions will be in the game. The Ebonheart Pact of Nord, Dark Elf, and Argonians has put aside any differences to band together. The Daggerfall Convanent which is run by commerce and profit has joined the Bretons with the Orcs and Redguard. The final faction of the Khajit, Bosmer (Wood Elves), and the Altmer (High Elves) join the fight to make the third faction in the game. Whew, just thinking of these races fighting is awesome, and it sounds like the team has a great backstory in line for the factioned PvP. But let’s talk about the mechanics.

Matt Firor is the Studio General Manager at ZeniMax Online, but he is also one of the people directly responsible for Dark Age of Camelot.  That team wrote the book on three-faction PvP. Many MMO players who came in under World of Warcraft or later may not have seen the amazing system that DAOC had in place. Recently, Guild Wars 2 has been making massive waves with their three server warfare system, which is the awesome stepchild of the DAOC system. This three-tiered idea was lost in World of Warcraft because the game decided to have two factions based on the RTS game. To be honest, most of WoW was not about the two factions at war. It came later, and is big part of the next expansion, seven years after launch. Unfortunately from 2005 to 2010 many of the MMOs followed WoW’s format. Thus the idea for three factions pitted against each other was lost.

Now in 2012 we see a host of games coming with this style of end game. Guild Wars 2, The Secret World, and Planetside 2 have all talked about their three-faction systems. Elder Scrolls Online has this system in place by some of the folks who invented it, which is really cool. The style is coming back into play and from Paul’s interview Elder Scrolls looks to have it built into the game from the beginning.  So these three factions look to be battling over Cyrodil itself. Paul also mentions that the impact of PvP will be felt throughout the game to all players via many different systems.

CLICK BELOW TO FINISH STORY :

The Elder Scrolls Online (ESO) General Article: Three-Faction PVP a la DAOC at MMORPG.com.

Dark Age of Camelot – Game Update 1.110 Goes Live

Dark Age of Camelot

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Dark Age of Camelot – Game Update 1.110 Goes Live

Greetings!

We will be bringing all servers offline on Wednesday, 10/26, for the implementation of Patch 1.110. All servers will be coming down at 6:00 am EDT / 12:00 pm CEST. We anticipate that all servers will be back online no later than 2:00 pm EDT / 8:00 pm CEST.

As usual, keep an eye on the Herald for updates.

You can find the Patch Notes below …

Highlights


  • The New User Journey is here!  The Tutorial and several mainland areas in all three realms have been redesigned to make character progression more efficient and enjoyable than ever before! This includes new quest chains, Epic Encounters, buff NPCs, new armor, weapons and other rewards.
  • Updates have been made to the Battlegrounds to make them your one stop source for character progression and RvR action through level 49.  Gawk at the new armor and weapons available for purchase with Bounty Points, marvel at the Bounty Point rewards for quests, and delight in the increased gold rewards for player kills!
  • UI updates abound!  Several new windows and features have been added to the UI including a new delve system, new quest icons, and a plethora of new UI windows to customize your gamespace!
  • Potions have become more convenient!  The number of charges on potions has significantly increased. This should prove helpful to those who are having potion problems in their packs as they need to procure fewer potions per play session.  As a result there have been several changes to the recipes for all potions.
  • And now a word from our sponsors: House rent will be re-activated so please ensure that your lockbox contains sufficient funds for your next rent payment.

Class Balance


Albion

Balance Changes

  • The baseline constitution buff Benison of Fortitude has been adjusted as follows:
    • Level 32 – Benison of Fortitude – 3.0s cast – 1500 range – +35 Constitution – 12 concentration
  • A new level 39 baseline constitution buff has been added:
    • Level 39 – Beatitude of Fortitude – 3.0s cast – 1500 range – +41 Constitution – 14 concentration

Midgard

Balance Changes

  • The following baseline strength buffs have been adjusted as follows:
    • Level 32 – Lesser Might of the Viking – 3.0s cast – 1500 range – +35 Strength – 12 concentration
    • Level 41 – Might of the Viking – 3.0s cast – 1500 range – +42 Strength – 15 concentration
  • A new level 50 baseline strength buff has been added:
    • Level 50 – Greater Might of the Viking – 3.0s cast – 1500 range – +50 Strength – 19 concentration
  • The baseline dexterity buff Greater Evasion has been adjusted as follows:
    • Level 39 – Greater Evasion – 3.0s cast – 1500 range – +41 Dexterity – 15 concentration

Hibernia

Balance Changes

  • The baseline constitution buff Redwood’s Stamina has been adjusted as follows:
    • Level 32 – Redwood’s Stamina – 3.0s cast – 1500 range – +35 Constitution – 12 concentration
  • A new level 39 baseline constitution buff has been added:
    • Level 39 – Redwood’s Resilience – 3.0s cast – 1500 range – +41 Constitution – 15 concentration
  • The baseline armor factor buff Major Skin of the Redwood has been adjusted as follows:
    • Level 34 – Major Skin of the Redwood – 3.0s cast – 1500 range – +44 Armor Factor – 13 concentration
  • The Way of the Sun Spell Line has been renamed to Way of Light.
  • The Way of the Moon Spell Line has been renamed to Way of Mana.

Bainshee

Balance Changes

  • The following AoE bolt spells in the Ethereal Shriek Specialization Line have had their range adjusted up to 1875 units from 1000 units. Additionally, fall-off damage has been enabled for these bolts, so affected units farther away from the initial target will take less damage when these bolts hit:
    • Level 5 – Shrieking Cascade
    • Level 11 – Wailing Cascade
    • Level 18 – Screaming Cascade
    • Level 26 – Shattering Cascade
    • Level 35 – Ear-Splitting Cascade
    • Level 42 – Piercing Cascade
    • Level 50 – Deafening Cascade

Bard

Balance Changes

  • All Bards have been given a forced respecialization.
  • A new defensive proc spell has been added to the Nurture Specialization Line:
    • Level 8 – Battlesong of Revival – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 15 – 9 power.  This spell will only work if the targets are within 2000 units of the Bard who cast the spell.
    • Level 16 – Battlesong of Regeneration – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 32 – 11 power.  This spell will only work if the targets are within 2000 units of the Bard who cast the spell.
    • Level 24 – Battlesong of Regrowth – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 49 – 15 power.  This spell will only work if the targets are within 2000 units of the Bard who cast the spell.
    • Level 32 – Battlesong of Restoration – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 66 – 19 power.  This spell will only work if the targets are within 2000 units of the Bard who cast the spell.
    • Level 40 – Battlesong of Renascence – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 83 – 24 power.  This spell will only work if the targets are within 2000 units of the Bard who cast the spell.
    • Level 48 – Battlesong of Apotheosis – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 100 – 32 power.  This spell will only work if the targets are within 2000 units of the Bard who cast the spell.

Blademaster

Balance Changes

  • The level 21 Celtic Dual style Hurricane has had its endurance cost reduced from High to Medium, and has had its growth rate adjusted up significantly.

Bonedancer

Balance Changes

  • Bonedancers may no longer tell their sub-pets to not assist their Bone Commanders.

Cleric

Balance Changes

  • All Clerics have been given a forced respecialization.
  • The Enhancement Specialization spell Archangel’s Might has been adjusted as follows:
    • Level 44 – Archangel’s Might – 3.0s cast – 1500 range – +67 Strength / Constitution – 33 concentration
  • The following defensive procs in the Enhancement Specialization line will now only work if the targets are within 2000 units of the Cleric who cast the spell:
    • Level 29 – Strength From Adversity
    • Level 38 – Test Of Faith
    • Level 49 – Trial By Fire

Druid

Balance Changes

  • Due to the changes to their baseline buffs, all Druids have been given a forced respecialization.

Eldritch

Balance Changes

  • All Eldritches have been given a forced respecialization.
  • The Way of the Eclipse Spell Line has been renamed to Way of the Void.
  • A new single-target dexterity debuff has been added to the Way of Light Base Spell Line:
    • Level 11 – Heat Snare – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 18 Dexterity Debuff – 7 power
    • Level 19 – Heat Net – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 25 Dexterity Debuff – 12 power
    • Level 25 – Heat Web – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 30 Dexterity Debuff – 15 power
    • Level 32 – Heat Clamp – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 35 Dexterity Debuff – 21 power
    • Level 40 – Heat Lock – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 42 Dexterity Debuff – 25 power
    • Level 48 – Heat Chains – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 48 Dexterity Debuff – 31 power
  • A new single-target strength debuff has been added to the Way of Mana Base Spell Line:
    • Level 7 – Cancel Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 15 Strength Debuff – 4 power
    • Level 15 – Negate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 22 Strength Debuff – 7 power
    • Level 21 – Unmake Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 26 Strength Debuff – 10 power
    • Level 29 – Abrogate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 33 Strength Debuff – 14 power
    • Level 35 – Void Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 38 Strength Debuff – 17 power
    • Level 43 – Vitiate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 44 Strength Debuff – 21 power
    • Level 49 – Null Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 49 Strength Debuff – 26 power
  • The single-target dexterity debuff and the single-target strength debuffs have been removed from the Way of the Void Spell Line.

Enchanter

Balance Changes

  • All Enchanters have been given a forced respecialization.
  • A new single-target dexterity debuff has been added to the Way of Light Base Spell Line:
    • Level 11 – Heat Snare – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 18 Dexterity Debuff – 7 power
    • Level 19 – Heat Net – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 25 Dexterity Debuff – 12 power
    • Level 25 – Heat Web – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 30 Dexterity Debuff – 15 power
    • Level 32 – Heat Clamp – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 35 Dexterity Debuff – 21 power
    • Level 40 – Heat Lock – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 42 Dexterity Debuff – 25 power
    • Level 48 – Heat Chains – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 48 Dexterity Debuff – 31 power
  • A new single-target strength debuff has been added to the Way of Mana Base Spell Line:
    • Level 7 – Cancel Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 15 Strength Debuff – 4 power
    • Level 15 – Negate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 22 Strength Debuff – 7 power
    • Level 21 – Unmake Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 26 Strength Debuff – 10 power
    • Level 29 – Abrogate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 33 Strength Debuff – 14 power
    • Level 35 – Void Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 38 Strength Debuff – 17 power
    • Level 43 – Vitiate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 44 Strength Debuff – 21 power
    • Level 49 – Null Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 49 Strength Debuff – 26 power
  • A new single-target root has been added to the Enchantment Base Spell Line:
    • Level 3 – Dazzling Grasp – 2.5s cast / 15 second duration – 1500 range – 3 power
    • Level 9 – Dazzling Clutch – 2.5s cast / 23 second duration – 1500 range – 7 power
    • Level 17 – Dazzling Grip – 2.5s cast / 33 second duration – 1500 range – 12 power
    • Level 26 – Dazzling Hold – 2.5s cast / 44 second duration – 1500 range – 17 power
    • Level 36 – Dazzling Embrace – 2.5s cast / 57 second duration – 1500 range – 23 power
    • Level 46 – Dazzling Restraint – 2.5s cast / 69 second duration – 1500 range – 29 power

Friar

Balance Changes

  • All Friars have been given a forced respecialization.
  • The defensive proc in the Enhancement Specialization Line has been adjusted as follows:
    • Level 9 – Protection from Fear – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 15 – 9 power.  This spell will only work if the targets are within 2000 units of the Friar who cast the spell.
    • Level 17 – Protection from Doubt – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 32 – 11 power.  This spell will only work if the targets are within 2000 units of the Friar who cast the spell.
    • Level 25 – Protection from Dissent – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 49 – 15 power.  This spell will only work if the targets are within 2000 units of the Friar who cast the spell.
    • Level 33 – Protection from Anarchy – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 66 – 19 power.  This spell will only work if the targets are within 2000 units of the Friar who cast the spell.
    • Level 41 – Protection from Idleness – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 83 – 24 power.  This spell will only work if the targets are within 2000 units of the Friar who cast the spell.
    • Level 49 – Protection from Heresy – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 100 – 32 power.  This spell will only work if the targets are within 2000 units of the Friar who cast the spell.

Healer

Balance Changes

  • All Healers have been given a forced respecialization.
  • A new defensive proc spell has been added to the Augmentation Specialization Line:
    • Level 9 – Amelioration of Eir – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 15 – 9 power.  This spell will only work if the targets are within 2000 units of the Healer who cast the spell.
    • Level 17 – Purification of Eir – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 32 – 11 power.  This spell will only work if the targets are within 2000 units of the Healer who cast the spell.
    • Level 25 – Recovery of Eir – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 49 – 15 power.  This spell will only work if the targets are within 2000 units of the Healer who cast the spell.
    • Level 33 – Reparation of Eir – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 66 – 19 power.  This spell will only work if the targets are within 2000 units of the Healer who cast the spell.
    • Level 41 – Reconstruction of Eir – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 83 – 24 power.  This spell will only work if the targets are within 2000 units of the Healer who cast the spell.
    • Level 49 – Emendation of Eir – Group – 3.0s cast / 20 minute duration – 1500 range – 25% Chance to Proc, Heals for 100 – 32 power.  This spell will only work if the targets are within 2000 units of the Healer who cast the spell.
  • The target cap on the Pacification Baseline Amnesia spells has been removed.
  • The target cap on the Pacification Specialization AoE Mesmerize spells has been removed.
  • The target cap on the Pacification Specialization Instant AoE Mesmerize spells has been removed.
  • The target cap on the Pacification Specialization AoE Stun spells has been changed to be 16 targets at all spell levels.
  • The target cap on the Pacification Specialization Instant AoE Stun spells has been changed to be 16 targets at all spell levels.

Heretic

Balance Changes

  • Due to the changes to their baseline buffs, all Heretics have been given a forced respecialization.
  • The following defensive procs in the Enhancement Specialization line will now only work if the targets are within 2000 units of the Heretic who cast the spell:
    • Level 25 – Accursed Infliction
    • Level 30 – Accursed Scourge
    • Level 35 – Accursed Desolation
    • Level 40 – Accursed Hardship
    • Level 45 – Accursed Misery

Mauler

Balance Changes

  • Irreverent Gesture has had a 30 second recast timer added.

Mentalist

Balance Changes

  • All Mentalists have been given a forced respecialization.
  • A new single-target dexterity debuff has been added to the Way of Light Base Spell Line:
    • Level 11 – Heat Snare – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 18 Dexterity Debuff – 7 power
    • Level 19 – Heat Net – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 25 Dexterity Debuff – 12 power
    • Level 25 – Heat Web – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 30 Dexterity Debuff – 15 power
    • Level 32 – Heat Clamp – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 35 Dexterity Debuff – 21 power
    • Level 40 – Heat Lock – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 42 Dexterity Debuff – 25 power
    • Level 48 – Heat Chains – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 48 Dexterity Debuff – 31 power
  • The pulsing charm spell in the Illusions Specialization Line has been adjusted as follows:
    • Level 4 – Illusory Enemy – Instant-Cast / 11 second duration / 5 second pulse – 2000 range – 0 power
    • Level 10 – Fabricated Enemy – Instant-Cast / 11 second duration / 5 second pulse – 2000 range – 0 power
    • Level 17 – Imaginary Enemy – Instant-Cast / 11 second duration / 5 second pulse – 2000 range – 0 power
    • Level 25 – Phantom Enemy – Instant-Cast / 11 second duration / 5 second pulse – 2000 range – 0 power
    • Level 33 – Ghostly Enemy – Instant-Cast / 11 second duration / 5 second pulse – 2000 range – 0 power
    • Level 42 – Dream Enemy – Instant-Cast / 11 second duration / 5 second pulse – 2000 range – 0 power
  • A new single-target strength debuff has been added to the Way of Mana Base Spell Line:
    • Level 7 – Cancel Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 15 Strength Debuff – 4 power
    • Level 15 – Negate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 22 Strength Debuff – 7 power
    • Level 21 – Unmake Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 26 Strength Debuff – 10 power
    • Level 29 – Abrogate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 33 Strength Debuff – 14 power
    • Level 35 – Void Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 38 Strength Debuff – 17 power
    • Level 43 – Vitiate Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 44 Strength Debuff – 21 power
    • Level 49 – Null Strength – Instant-Cast / 1 minute duration / 5 second recast – 1500 range – 49 Strength Debuff – 26 power

Nightshade

Balance Changes

  • The level 21 Celtic Dual style Hurricane has had its endurance cost reduced from High to Medium, and has had its growth rate adjusted up significantly.

Ranger

Balance Changes

  • The level 21 Celtic Dual style Hurricane has had its endurance cost reduced from High to Medium, and has had its growth rate adjusted up significantly.

Savage

Balance Changes

  • The Taunt Spells in the Savagery Specialization Line have had a 30 second recast timer added to them.

Bug Fixes

  • Savages with Hand-to-hand specs less than 40 will no longer get quad attacks.

Shaman

Balance Changes

  • All Shamans have been given a forced respecialization.
  • The Augmentation Specialization spell Shadow’s Wisdom has been adjusted as follows:
    • Level 38 – Shadow’s Wisdom – 3.0s cast – 1500 range – +60 Dexterity / Quickness – 34 concentration
  • The following strength / constitution buffs in the Augmentation Specialization line have been adjusted:
    • Level 35 – Fortification of the Deep – 3.0s cast – 1500 range – +56 Strength / Constitution – 25 concentration
    • Level 44 – Power of the Deep – 3.0s cast – 1500 range – +67 Strength / Constitution – 33 concentration

Valkyrie

Balance Changes

  • The following offensive procs in the Odin’s Will Specialization line will now only work if the targets are within 2000 units of the Valkyrie who cast the spell:
    • Level 8 – Odin’s Minor Aura
    • Level 17 – Odin’s Lesser Aura
    • Level 26 – Odin’s Aura
    • Level 34 – Odin’s Greater Aura
    • Level 44 – Odin’s Full Aura

Warden

Balance Changes

  • All Wardens have been given a forced respecialization.
  • A new greater heal spell has been added to the Regrowth Specialization Line:
    • Level 10 – Greater Revival – 2.6 second cast – 2000 range – 145 health – 23 power
    • Level 14 – Greater Regeneration – 2.5 second cast – 2000 range – 197 health – 31 power
    • Level 19 – Greater Regrowth – 2.4 second cast – 2000 range – 263 health – 40 power
    • Level 25 – Greater Restoration – 2.3 second cast – 2000 range – 341 health – 52 power
    • Level 32 – Greater Resuscitation – 2.2 second cast – 2000 range – 432 health – 66 power
    • Level 41 – Greater Renascence – 2.1 second cast – 2000 range – 549 health – 81 power
    • Level 50 – Greater Apotheosis – 2.0 second cast – 2000 range – 667 health – 99 power
  • A new group heal has been added to the Regrowth Specialization Line:
  • Level 13 – Healing Conflux – 2.6s cast – 2000 range – 85 health – 28 power
    • Level 22 – Renewing Conflux – 2.4s cast – 2000 range – 139 health – 43 power
    • Level 34 – Restoring Conflux – 2.2s cast – 2000 range – 211 health – 60 power
    • Level 44 – Reviving Conflux – 2.0s cast – 2000 range – 271 health – 72 power

World Changes


Realm vs. Realm

Frontiers

Changes

  • Coin received from player kills in RvR has been increased by two-thirds.
  • All Hastener NPCs have been changed to provide their Speed of the Realm buff only to the player that interacts with the NPC or /says the [movement] keyword. Additionally, the Speed of the Realm buff should be handed out more consistently.
  • Pets and sub-pets of the character interacting with the Hastener NPC will receive the speed buff as well.
  • Minstrel of Albion, Skald of Midgard, and Bard of Hibernia NPCs now provide the Speed of the Realm buff on interact in addition to using the [movement] keyword as before.
  • The duration of the Speed of the Realm buff has been increased from 10 to 15 minutes.
  • Siegemaster NPCs in the battlegrounds have had their movement increased to keep up with player speed spells.
  • The Speed of the Realm spell effect has been changed to make it easier to see when the spell has been applied.

Realm vs. Realm Dungeons

Changes

  • Summoner’s Hall portal locations have been made to be more consistent with the portal artwork.
  • Players in Summoner’s Hall are no longer able to port to and from the various Summoners’ rooms while in combat.

Battlegrounds

Changes

  • A series of repeatable Monster and Player kill tasks have been added to the Lion’s Den Battleground: These quests will grant generous amounts of experience and Bounty Points as rewards.
    • Albion – Captain Marbury, Albion Commander, Midgard: Captain Grelarg, Midgard Commander , Hibernia: Captain Thelvin, Hibernia Commander.
  • Leirvik and Cathal Valley Battleground Quests have had their experience rewards increased slightly.
  • All Battleground Quest Aurulite rewards have been replaced with Bounty Scrolls which will award a specified amount of bounty points when used based on the Battleground in which they were acquired.
  • Battleground Aurulite Merchants have been replaced with Bounty Point Merchants which will offer improved weapons, armor, and accessories far superior than the aurulite counterparts previously available.
  • Royal Stewards have been added to each battleground located at each realm’s portal keep with the exception of the first three battlegrounds (the Proving Grounds, Lion’s Den, and the Hills of Claret).  These NPCs will offer players a quest which rewards a substantial amount of bounty points if the player is able to reach the realm rank cap for that specific battleground.
  • Battleground Portal Stones have been removed from the portal keeps and have been replaced with Battleground Teleporters which offer players transport to their realm’s borderkeep as well as options to be transported to the New Quest Hubs, the City, or Housing.
  • The Battlegrounds affected by the above changes (unless otherwise noted are):
    • Lion’s Den (Level 5-9)
    • The Hills of Claret (Level 10-14)
    • Killaloe (Level 15-19)
    • Thidranki (Level 20-24)
    • Braemar (Level 25-29)
    • Wilton (Level 30-34)
    • Molvik (Level 34-39)
    • Leirvik (Level 40-44)
    • Cathal Valley (Level 45-49)

Items

Changes

  • Removed the journal for Child’s Full Tale from Atlantean Glass and Bounty Point artifact scroll merchants in the Hall of Heroes and added full books for the following artifacts:
    • Book of Lost Memories, complete story for the Gem of Lost Memories artifact.
    • Great Hunt, complete story for the Orion’s Belt artifact.
    • Tribute to Adauron, complete story for the Ring of Unyielding Will artifact.
  • Artifact Replacement NPCs have been added to the Hall of Heroes in all three realms. Players who have misplaced or lost an artifact may return to these NPCs to receive the manual for the artifact and the ability to re-obtain it from the Artifact Sages. Note: Any artifact replaced by these NPCs will start at level 0 and need to be leveled up again. These NPCs are:
    • Albion: Apprentice Learon
    • Midgard: Apprentice Kleta
    • Hibernia: Apprentice Tlaula
  • The following 2-handed weapons from Summoner’s Hall have had their stats adjusted:
    • Albion: Mattock of Decimation, Hammer of Howling Might, Kieren’s Greatsword
    • Midgard: Spear of Decimation, Hammer of Howling Might, Kieren’s Greatsword
    • Hibernia: Spear of Decimation, Hammer of Howling Might, Kieren’s Greatsword

Bug Fixes

  • Goblin Staff of Fire Magic is now usable by Wizards.
  • Shots from Legendary bows should now use the damage type of the bow if no damage-type modifying buffs are set on the player.
  • The Commanding Tower Shield is now dyable with normal and player crafted enamels.

Crafting

Changes

  • All player-crafted potions have had their charges increased. NOTE: This will only affect newly-created potions. Existing potions will still have the same number of charges.
    • All potions that had 3 charges now have 10 charges.
    • All potions that had 6 charges now have 20 charges.
    • All potions that had 9 charges now have 30 charges.
  • All player-crafted potions have had their material requirements increased. In most cases, the number of required materials has tripled. However, for recipes that required dropped materials, the material requirements have shifted slightly. No player-crafted potion will require more than 4 of any dropped material.
  • All player-crafted potions have had their values increased to match their new crafting costs.
  • The following Stat Buff Potions have had their bonuses adjusted:
    • Elixir of Strength – 34 Strength
    • Elixir of Fortitude – 34 Constitution
    • Elixir of Dexterity – 34 Dexterity
    • Elixir of Enlightenment – 45 Acuity
    • Elixir of Might – 51 Strength / Constitution
    • Elixir of Deftness – 51 Dexterity / Quickness
  • A new type of player-crafted Stat Buff Potion has been added to the Alchemy crafting skill. These new potions can be found in the ‘Stat Buff Draughts’ section. These potions can be crafted starting at 950 Alchemy Skill, and will have 10/20/30 charges, depending on the level of the potion created.  The buff values for these potions are as follows:
    • Draught of Strength – 38 Strength
    • Draught of Fortitude – 38 Constitution
    • Draught of Dexterity – 38 Dexterity
    • Draught of Enlightenment – 50 Acuity
    • Draught of Might – 57 Strength / Constitution
    • Draught of Deftness – 57 Dexterity / Quickness
  • Three of these new Stat Buff potions will cast multiple buffs on the player when used:
    • Draught of Courage – Will cast Draught of Strength, Draught of Fortitude, Draught of Dexterity
    • Draught of Superior Courage – Will cast Draught of Enlightenment, Draught of Might, Draught of Deftness
    • Draught of Heroism – Will cast Draught of Strength, Draught of Fortitude, Draught of Dexterity, Draught of Enlightenment, Draught of Might, Draught of Deftness

Housing

Changes

  • House rent will be re-activated with 1.110. Any coin which existed in a housing lockbox prior to the de-activation will still be available, however rent will be collected from the lockboxes at the same intervals as it was when house rent was turned off. This means that rent for any lot may be due at any time within seven days following re-activation of rent. PLEASE ENSURE THAT YOUR LOCKBOX CONTAINS SUFFICIENT FUNDS FOR YOUR NEXT RENT PAYMENT.
  • Realm tapestries have had their artwork updated.

Bug Fixes

  • Players can now directly travel between Ywain1 and Ywain10 via housing zone channelers
  • Performance improvements for housing repo processing.

World Zones

Changes

  • A Tutorial Channeler has been added to the towns of Cotswold, Mularn and Mag Mell.
  • Vault Keepers have been added to the Hall of Heroes in each realm.
  • ‘Teleporter’ NPCs throughout the realm have been renamed to ‘Channeler’.

Dungeons

World

Changes

  • [Gaheris:] The Necyomancers of Darkness Falls have sent envoys to all three realms with a warning of a dire threat to Darkness Falls and the three realms. These NPCs can be found in the Imp Merchant rooms at all three realms’ entrances to Darkness Falls.
  • Teleporting to the Shar Labyrinth, Inconnu Crypt, and Kobold Undercity can now be done at level 30 and above without having to use the obelisk first.

Quests

World

Changes

  • The Tutorial areas for all three realms have been redesigned to provide a reworked introduction to Dark Age of Camelot.  New storylines and NPCs combined with a wide variety of lesson quests will provide a more modern and efficient experience for new and returning players.  Some new features include:
    • All New quests using new storylines and realm appropriate lore.
    • New NPCs providing lesson quests and an introduction to the lore of the realms.
    • All new armor and weapons which can be earned through participation in the tutorial experience.
    • Enhanced experience progression to transport players efficiently through the Tutorial.
    • New quest icons have been added to improve the questing experience.
  • Several areas in mainland Albion, Midgard and Hibernia have been redesigned as level-appropriate ‘hubs’ featuring updated storylines and providing efficient progression through their particular level ranges. Each level hub is consistent with the level range of the battleground with which they are associated.
  • Albion:
    • Levels 10-14: Cotswold
    • Levels 15-19: Prydwen Keep
    • Levels 20-24: Caer Ulfwych
    • Levels 25-29: Campacorentin Station
    • Levels 30-34: Adribard Retreat
  • Midgard:
    • Levels 10-14: Mularn
    • Levels 15-19: Fort Veldon
    • Levels 20-24: Audliten
    • Levels 25-29: Huginfel
    • Levels 30-34: Fort Atla
  • Hibernia:
    • Levels 10-14: Mag Mell
    • Levels 15-19: Tir na mBeo
    • Levels 20-24: Ardagh
    • Levels 25-29: Howth
    • Levels 30-34: Connla
  • Several new features have been added to these level hubs to enhance the New User Journey Experience. Among these new features are:
    • New quests using lore and storylines inherent to the classic areas of the realms.
    • Enhanced experience progression to make the journey to RvR readiness efficient, fun and exciting.
    • New lesson quests which provide instruction on many Dark Age of Camelot game-play concepts ranging from basic features to advanced tactics and techniques.
    • New NPCs with unique backgrounds who will provide new adventures.
    • New NPC Teleporters in each hub who will provide passage to the Battlegrounds.
    • Epic Encounters in each Level Hub for the three realms. These encounters provide unique Mythical slot rewards useable at the level range for the encounters.
    • All new sets of level-appropriate armor and accessories which can be earned through adventuring in the hubs. These armor pieces and accessories when assembled provide attributes and stats suitable for the level range for which they are rewarded.
    • Newly created level-appropriate weapons for all classes which can be earned by completing a unique quest in each level hub. Successful completion of this quest will grant access to a weapon store for that hub.
    • Realm Enhancement NPCs in each level hub and both Borderkeeps for each realm. These NPCs will provide individual buffs or full buff tokens which can be purchased for coin.
    • Unique items have been added as rewards for participation in the new user journey.
    • New quest icons have been added to improve the questing experience.
  • An NPC who will provide quests for level 35+ players has been placed in the secondary Borderkeep for each realm. These NPCs will help players to continue their adventure after completing the level 30-34 hub.
    • Albion:  Major Stenodus in Snowdownia Fortress.
    • Midgard:  General Haudgrek in Vindsaul Faste.
    • Hibernia:  Master Sari in Druim Cain.
  • The Help Window’s formatting has been adjusted to allow for easier navigation.
  •  All New User Journey Lesson quests have been transcribed to the Help Window.
  • All New User Journey Hub locations and level ranges have been transcribed to the Help Window.
  • The primary channelers in each realm have had their teleport option dialog updated.
  • Tym and Zarees for the Saving Zarees quest have been moved from Cotswold and Mag Mell. They can now be found outside the gates of Camelot and Tir na Nog, respectively.

Realm

Changes

  • Swanton Keep Trainers have been relocated to Snowdonia Fortress.

User Interface

Changes

  • New Style Delves
    • Mousing over style icons will display detailed, colorized delve information.
    • Right clicking on style icons in the combat ability list, training window, quickbar, or at the top of the screen will directly bring up the detailed delve window, bypassing the mini info window
    • Style delves have updated ranges for the Very high, high, etc damage ratings.
  • New Spell Delves
    • Mousing over spell icons will display detailed, colorized delve information.
    • Right clicking on spell icons in the spell list, training window, quickbar, or at the top of the screen will directly bring up the detailed delve window, bypassing the mini info window
    • Offensive and defensive proc spells now show their proc rate and radius
    • Damage suppress spells now display as a percentage
  • New Ability Delves
    • You can now delve an Ability directly by right clicking the icon or text in the list box, bypassing the mini info window
    • You can now delve an Ability directly by right clicking the icon on the quickbar or at the top of the screen, bypassing the mini info window
  • New Realm Ability Delves
    • You can now delve a Realm Ability directly by right clicking the icon or text in the list box, bypassing the mini info window
    • You can now delve a Realm Ability directly by right clicking the icon on the quickbar or at the top of the screen, bypassing the mini info window
  • New Tooltip Transparency
    • New character’s tooltip translucency defaults to 75%. This can be changed in the in games options screen.
  • New Toolip Delay
    • Tooltip delay has been added to the options window. You can set the Delay to “No Delay”, “0.5 sec”, “1.0 sec”, “1.5 sec”, “2.0 sec”, and “No Tooltips”.
  • Effect icons at the top of the screen can display new delve tool-tips as described above.
  • New Quest Icons
    • Pending Quest Goal Icon
    • New User Journey Quest Icon
    • Lesson Quest Icon
  • Map Icons
    • A new, blue Quest Completion waypoint has been added to the map to help players find NPCs that can complete their active quests.
  • Added 9 new XML windows to the Atlantis UI
  • Window Cascading on interact
    • Should now be (top to bottom): Quest Accept/Complete, Text, Store/Training
  • Quickbars are no longer auto-populated.
  • Expansion dialogs are no longer displayed to new character on initial login.
  • Active dialog [keywords] now display in a yellowish-orange color instead of white.
  • Default UI layouts and settings have been adjusted for newly created characters.
  • Chat windows have been made smaller.
  • 2 quickbars are enabled and visible on login.
  • Some default Chat and Combat tab colors have been changed and some filters have been enabled/disabled.
  • The in-game clock is now enabled on login.
  • Spell effect icons are set to display 10 icons across and 4 rows down by default.
  • The Figure Clip Plane is now set to “far” by default.
  • Map “Follow” is now enabled by default.
  • /cancelstyle is now set to “OFF” by default instead of “ON.”  To toggle, use: /cancelstyle.
  • Several new windows and features have been added to the default Atlantis UI.
  • A new Main Menu  window has been added with choices for the in-game help, interface elements, game options, and keyboard configuration windows
  • The Main Menu window appears when pressing the “ESC” key as long as your target is already cleared and chat is not active.
  • A new Interface Elements window has been added which includes buttons for almost all possible UI elements.
  • A new Floating Group window has been added and can be found under the new Interface Elements window.
  • A new Menu Bar window has been added and can be found under the new Interface Elements window.
  • The Menu Bar displays experience, coin, and the game performance meter as well as includes buttons for the map, journal, realmwar, various character pages, and the main menu.
  • A new Floating Target window has been added, which can be accessed from the Interface Elements window.
  • The Floating Target Window includes buttons for stick, follow, face, assist, invite, and toggle attack.
  • A stick, follow, face, and assist button have been added to the group drop down window.
  • A new Summary window has been added which displays more information about the character and can be accessed from the Interface Elements window.
  • A new Floating Experience window has been added, which can be accessed from the Interface Elements window.
  • A new Floating Champion Experience window has been added, which can be accessed from the Interface Elements window.
  • A new Floating Realm Point Experience window has been added, which can be accessed from the Interface Elements window
  • “/release,” “/release bind,” “/release city,” and “/release house” buttons have been added to the Release window.
  • “/respec all,” “/respec realm,” and /respec buy” buttons have been added to the training window.
  • A “/qbinds” button has been added to the keyboard configuration window.
  • NOTE FOR UI MODDERS: In stats_combat_window.xml and stats_spells_window.xml you will need to change the ListBoxDefs to FullResizeImageDefs.

Bug Fixes

  • Quest Completion Icon
    • Fix for Quest Completion Icons showing up on non-quest related NPCs in the area
  • Quest finish window
    • Now supports mouse wheel scrolling of the text area.
    • Text area is properly aligned with the rest of the window

Engineering


Client

Changes

  • The chat throttle has been removed from Group chat.
  • The Login Client has been updated
    • More pertinent information will be displayed during server select
    • Patch notes will no longer be displayed when selecting a server

Bug Fixes

  • Champion Level Progression
    • The string “You have earned enough champion experience for champion level X” has been updated to display X properly.

Server

Changes

  • Players can now /quit while mounted.

Bug Fixes

  • Skill Points
    • Gaining a level no longer gives half level skill points at the prior full level.
  • Monster movement speed
    •  Players should see less “warping” with most monsters – especially player-controlled monsters.
  • Fixed a server crash bug related to NPC merchant stores
  • The out of combat movement speed bonus which was erroneously affecting Cathal Valley and the Passage of Conflict has been fixed.
  • Mounted players are now dismounted when they quit.
  • Name Registrars will now complete quests.
  • Green con items now degrade at ½ the rate of items that con yellow or blue.

Dark Age of Camelot.

Dark Age of Camelot Developer Diary: ‘Virtue and Tradition’

Dark Age of Camelot

Image via Wikipedia

Friends and realm-mates,

Passing through the Borderkeeps of Castle Sauvage, Svasud Faste or Druim Ligen, I pause to remember the humble beginnings of our adventures in these lands. We conjure memories of slaying the menacing Skeletons wandering the fields around Prydwen Keep. We recall contending with Njessi, who patrols the waters near Gna Faste and we remember fondly the scores of Water Beetles we slew upon the shores of Lough Derg. Life in the realms has certainly changed since these, our first adventures. Together we have explored new lands, discovered strange and wonderful races and mastered powerful new professions.

With so much opportunity to explore the expansive areas of Dark Age of Camelot, a new or returning adventurer may be hard pressed to find their way at the outset of their journey, so it is with this spirit of nostalgia and warmth in my heart that I would like to introduce you to the new approach to character progression that awaits our new and returning realm-mates in the beloved classic areas of Albion, Midgard and Hibernia.

Along the path to level 50, and the glory of RvR, you will have the opportunity to revisit the towns and villages you know and love. We have transformed these places into level-appropriate areas within which you will find a clear and enjoyable path to achieving the information, equipment and most importantly, the experience required to advance your character more efficiently than ever before.  Adventuring here will provide you with a chance to complete dozens of interesting and enjoyable new quests, powerfully steeped in the Arthurian fables of Albion, compelling Norse mythology of Midgard and the magical Celtic lore of Hibernia.

Accompanying this return to the lore and traditions of the realms are some compelling new quests which I’d like to talk about. These new adventures in moral deliberation will force you to make difficult decisions in the face of extraordinary circumstances. This will make for diverse game-play experiences as well as provide unique item rewards. Choosing these adventures will compel you into finding a compromise between difficult moral choices such as thievery and honesty, vengeance and justice, greed and honor, as well as mercy and sacrifice.

The right choice is seldom the simple choice, nor is it often the most rewarding.  In many cases, the right choice is absolutely unclear. Finally, as my own personal adventure through the development of these quests has taught me, you may find that the ‘right’ choice simply does not exist.  These quests, and many more additions and improvements too numerous to mention here are going to be available very soon.

I’d like to close by recognizing that many of our adventures over the past few years have taken us far from the traditional lands of the three realms. We’ve explored the Shrouded Isles, the forgotten realm of Atlantis and delved into the Catacombs. Together we have faced the demonic damned and have discovered a Labyrinth of immense proportions. Join us now as we return home to the Albion, Midgard and Hibernia of old. Rediscover the towns of Cotswold, Mularn and Mag Mell. Return to Avalon Marsh, East Svealand, and The Silvermine Mountains. In these classic areas, and many others throughout the realm, you will find a more modern approach to ancient life. New adventures in a familiar setting are waiting for your swords, your staves and your bows.

I have had a great time working on content for these locations, and can’t express how many vivid memories have surfaced regarding the early days of Camelot.  To our current players, our returning realm-mates and our new friends we ask you to join us as we celebrate 10 glorious years of Dark Age of Camelot.

Faithfully yours,

Talal Saad

Dark Age of Camelot.

Dark Age of Camelot News – Battleground Merchants Incoming !

Dark Age of Camelot

Image via Wikipedia

Greetings and salutations,

It’s been quite a while since I last spoke to everyone. We’ve been really busy working on the New User Journey that Stuart mentioned a couple months back as well as other features that will enhance the DAoC experience.  One of which is within our battlegrounds.
Many of you already know or have heard of the quests offered in the battlegrounds and have noticed that you can now gain bounty points there as well. With the introduction of the last two sets of battleground quests for Leirvik and Cathal Valley in 1.109c, our next step is to add Bounty Merchants within the battlegrounds in the upcoming 1.110 patch.  These merchants offer players a chance to purchase improved weapons, armor, and accessories far superior than the aurulite counterparts currently available.  We will be replacing the aurulite merchants in the battlegrounds starting with the Hills of Claret all the way through Cathal Valley with these new vendors.  The items offered by the Bounty Merchants are pre-templated and when the full set is equipped it will grant the player an almost perfect template, nearly capping the character’s attributes, skills, resistances, and so on. The aurulite reward from the battleground quests will also be removed and replaced by Bounty Tokens which players can use to acquire a sum of bounty points to spend at the merchants or save for future investments.

We are also introducing the Royal Stewards to the battlegrounds which are within each of the realms’ portal keep with the exception of the first three battlegrounds (the Proving Grounds, Lion’s Den, and the Hills of Claret). These NPCs will offer players a quest which rewards a substantial amount of bounty points if the player is able to reach the realm rank cap for that specific battleground.

In addition to these changes, players will find Battleground Teleporters in each of the quest hubs providing convenient transport to the battleground appropriate to their level.  We’ve also added Hub Teleporters at the portal keeps within the battlegrounds allowing players to be transported back to the Quest Hub so they can continue their progress there or if they wish to the realm’s border keep. Lastly, Realm Enhancement Buff NPCs have been added to battlegrounds and for a small fee they will provide a complete set of buffs to the player.

Now we’ll move on to the actual Quest Hubs.  One of the features that we will be introducing is a series of Epic Encounters in each of these hubs in which players are participating in.  These encounters offer players an opportunity to apply what they have learned and to work together to defeat a superior foe and a chance to acquire unique rewards through specific Epic Encounter quests which are available.  One of the more interesting things about these Epic Encounters is the credit system we’ve implemented.  This system grants an area credit when the encounter is complete to any and all players in the area, regardless if they are solo, grouped, or battlegrouped; giving every player a chance to progress without ”waiting in line” for others to finish first. This is just a taste of what to come with the upcoming patch.

Until next time, I’ll be seeing you on the Frontiers!

Best Regards,

Michael Knudson