Version
1.75 contains an extensive number of features and improvements to Dark Age of Camelot.
Here's a brief preview of what's in this version:
RvR Missions - In this version, we've implemented our new RvR mission system. This
system is designed to provide a more immersive RvR gaming experience to players of all
types. RvR missions provide many rewards for a variety of mission types in the form of
solo, group and realm wide missions. Please see the "INTRODUCTION TO RVR
MISSIONS" section below for more details.
Tower Razing - We're proud to introduce Tower Razing - a new RvR method for capturing
and even completely destroying enemy towers, which allows for enhanced open field combat
opportunities. Please see our "TOWER RAZING" section below for more details.
Master Level Updates - We've made many changes to our master level system, as well as
some significant changes to the master level credit system. Please see the two sections
"MASTER LEVEL UPDATE" and "MASTER LEVEL CREDIT CHANGES" below for
details.
New Title System - We have expanded on the existing titles players may have on their
characters based on activities in RvR. Please see the "NEW TITLE SYSTEM" section
below for more details.
Run Speed Change - Based on a tremendous amount of feedback, we have enhanced the run
speed for out of combat players, allowing them to move faster than was previously possible
without the aid of a run speed spell or sprint. Please see the "RUN SPEED
CHANGE" section below for all of the details.
INTRODUCTION TO RVR MISSIONS
We polled our customers, talked to our team leads, and read over tons of player
feedback. We're very proud to present the results of this research and design to you here
in version 1.75. Thanks in no small part to our players, we hereby introduce a brand new
RvR adventuring system called RvR Missions. We thank the Dark Age of Camelot community for
their help in providing the vital feedback that led to the development of this new
feature.
"RvR Missions" is our name for a unique system allowing players to accept
Personal, Group or Realm Missions that can ultimately play a pivotal role in the war
raging in New Frontiers. There are many exciting possible missions within the system,
suitable for forces of all sizes. One person can make a difference by uncovering a single
enemy or scouting out an area. A noble band of brothers can play their part by patrolling
their border or protecting a supply caravan from attack. The mission system even includes
the full scale defense of the realm in the form of daily goals suggested to all players in
the Frontiers.
Come join the battle!
RvR Mission NPCs
Each realm has its own RvR Mission Generals, as well as numerous RvR Mission
Commanders. RvR Mission Generals are located in all six portal keeps in New Frontiers,
while Commanders are located at all of a particular realm's friendly keeps and upgraded
(level 3 or higher) towers.
Hibernia's Realm Generals:
Vegda: Crauchon Gorge - Druim Ligen
Sonvan: Mount Collery - Druim Cain
Midgard's Realm Generals:
Hagir: Yggdra Forest - Vindsaul Faste
Bruki: Uppland - Svasud Faste
Albion's Realm Generals:
Kogis: Forest Sauvage - Castle Sauvage
Muris: Snowdonia - Snowdonia Fortress
Note: While Realm Generals will give you a choice of many different types of missions,
be aware that Realm Commanders will only assign certain random missions and will not give
you a choice to change them.
Mission Types
- Personal Missions - These missions are
intended for those players who choose to go it solo in the Frontiers. Personal missions
primarily lead players to areas of New Frontiers where they can find challenging
encounters with enemy NPCs and even other players. Missions of this type are specifically
designed to allow a single player a high chance of achievement and a reward. Personal
mission types are: scout an area in the enemy lands, find an enemy assassin and slay him,
kill a certain number of enemy guards, and kill a certain number of enemy players.
- Group Missions - Designed specifically for groups, these
missions concentrate on specific siege targets in the Frontiers - primarily single towers,
low level keeps and the newly implemented caravans (more information below on caravans).
Group Mission types are: capture an enemy tower, capture an enemy keep, kill a certain
number of enemy guards, destroy an enemy caravan, and kill a certain number of enemy
players.
- Realm Missions - These missions are generated to
everyone in a given realm. No action on the part of the player is required in order to
receive this type of mission, as this mission type's goal is to encourage all members of a
realm to work together for a common cause. Realm Mission types are: capture an enemy keep
and all of that keep's towers, open Darkness Falls and open an enemy realm's relic gate.
When RvR Missions Can Be Obtained
- Personal Missions - These may be granted by a
General or by a Commander. Once a player has a personal mission, a new Personal mission
cannot be obtained for 30 minutes, or until the current Personal mission is complete -
whichever occurs first.
- Group Missions - These may be granted by a General or by
a Commander. There are no timer restrictions on Group Missions. However, only the group
leader can accept or cancel a Group Mission.
- Special note: Group and Personal missions can and will often be available to
players at the same time. Because of this, when a player has a Personal Mission calling
for the same action as a Group Mission, the Group Mission will take priority and must be
completed before the Personal Mission. For example, if the Group Mission calls for the
group to kill 25 enemy guards in Albion, and the Personal Mission calls for the player to
kill 15 enemy guards in Albion, the credit for the first 25 guards killed will go to the
group and the 15 after that will go to the player (or players if more than one group
member has the same Personal Mission). This rule only applies when the mission is the
same. For example, if the group's mission calls for 25 Albion guards to be killed, while
the player's Personal Mission calls for 15 guards from Midgard to be killed, they can both
be achieved simultaneously.
- Realm Missions - These are granted to all players in
each realm at 7 a.m. EST each day. Once a Realm Mission is complete, a new one will not be
granted to the realm for 60 minutes.
How To View Your Missions
- RvR missions are viewable in the quest journal.
Rewards And Credit
- All three mission types award experience, gold and realm points. Rewards
are granted at the time the mission is completed.§
- In order to receive credit for Realm Missions, players must be within 1500 units
of the objective when it is completed; for Group Missions, players must be grouped and
within 4000 units of the objective when it is completed; and in order to receive
"helper credit" when assisting someone with a solo mission, the assisting player
must be within 4000 units of the player with the solo mission when the mission objective
is completed.
New Encounter Types
- Assassins - Enemy NPC assassins will be
dispatched to patrol friendly towers. Players on Personal Missions are encouraged to go
and find these assassins and kill them. These assassins will only attack players who have
these types of missions.
- Caravans - NPC caravans, comprised of a horse, a horse
drawn cart and some guards, will roam between friendly beachhead keeps. Enemy groups are
encouraged to find and disable these caravans.
TOWER RAZING
We are very excited to introduce Tower Razing into this version as part of
the RvR Missions system. Tower Razing is the ability to completely destroy a tower until
it is literally a pile of rubble on the ground. This allows for enhanced open field combat
opportunities as well as a definitive end to a tower standoff.
Attackers may now raze enemy towers to the ground. At 25% health, a tower will reach a
"broken" state, at which hookpoints no longer function and all line of sight
restrictions previously caused by the tower's structure are removed. With Tower Razing,
enemies can continue to attack the tower until it reaches zero health. At zero health, the
tower will crumble to the ground, leaving only its foundation intact.
- Razed towers cannot be manually repaired. They auto repair from the razed state to
a lesser "broken" state at approximately 5% per half hour until reaching 25%
health. At 25%, players may manually repair the tower to a higher state. Once repaired to
a state of 35% health, the tower will no longer be considered broken and players may once
again utilize siege equipment available to the tower.
- When a tower gets razed, its level is automatically set to 1 - downgrading from
whatever higher level it was at if applicable.
- When a tower is razed, any occupants will be subject to falling damage if they are
high enough inside the tower when it crumbles to the ground.
- A realm can claim a razed tower, and may even set it to raise to level 10, but
will have to wait until the tower is repaired to 75% before it will begin upgrading
normally.
- A razed tower area looks like the ruins of a destroyed tower (basically the
foundation), but has no line of sight restrictions at all, and no movement restrictions.
Functionally, its an open field with a tower lord and 3-4 lesser guards.
- The razed tower functions as a normal tower in all other ways and it will still
continue to generate guard alerts when guards at the tower are attacked.
- Towers will remain razed, even if they are captured by the enemy, until they auto
repair to 25% health.
MASTER LEVEL UPDATE
In response to overwhelming player feedback about the master level system, we
have made a change to the way that credit is awarded for all x.10 final encounters. This
will make the entire ML system much more forgiving if you miss a step along the way to
your x.10 goal in each master level. Thank you for all of your feedback on this issue!
- You will now receive credit for any Master Level x.10 step without first
completing all prior steps.
- No matter what order you finish the 10 steps in, when you complete the final step
you will receive a message telling you that you have finished all the trials for a
particular Master Level.
- To actually reach a new master level, you still must complete all Master Level XP
requirements, and complete all 10 trials as part of the new level, then talk to the
Arbiter.
- For Example: You will now kill Cetus (ML 1.10) and receive credit for the
encounter, even if you are missing the ML1 Solo Step (ML1.5). When you then complete the
Solo Step, you will receive credit for completing all trials in Master Level 1, and may
then visit the Arbiter to progress to Master Level 2.
MASTER LEVEL CREDIT CHANGES
In our continuing effort to address player concerns with how Master Level
credit is awarded, we are making some changes. These changes are intended to help those
players who might miss battlegroup credit for a specific ML due to going linkdead or being
slightly out of range. We apologize for the complexity of these rules, but once in use, we
are sure they will greatly enhance your gameplay.
There are two new commands, available only to BG leaders:
- /bg credit will display credit for Battlegroup Master Level encounters that have
been completed within the last 10 minutes. This command can be used by the Battlegroup
leader without restriction.
- /bg grantcredit [MasterLevel] [PlayerName] will allow you to grant credit for
completed Master Level steps, with the following restrictions:
- You may only grant credit for steps completed within the last 10 minutes.
- You must be within 1000 units of the player you are granting credit to.
- The ML step must be a battlegroup-enabled step.
- You must be within 2000 units of 75% of your battlegroup members (in other words,
the majority of your BG must be there with you).
- You may only grant credit to up to half the number of players that received credit for
that step correctly .
- You may not grant credit for a step that the player could not possibly receive due
to dungeon restrictions (for example, players must be at least ML8 to receive ML9 credit)
- Example usage: /bg grantcredit 1.9 Player-ClusteredServer
NEW TITLE SYSTEM
As stated on March 17th, we have expanded on the existing titles players now
receive for realm ranks by incorporating more choices available to players based upon
their achievements, both in our new RvR Mission system and in normal RvR activities.
Players will be able to pick from a selection of earned titles and choose which they would
like to display for others to see.
- Players will earn and increase their titles through various activities in the
game. For example, a player can receive a new title based upon how many towers that player
has participated in capturing.
- In order for players to alter their titles, we have added a new title button to
the player sheet, on the stats attributes panel. (We have also added a "/title"
command to toggle the window.) In this window, players may select the title they'd like to
have display above the character's head.
- Players may only have one title displayed at a time. However, titles may be
changed by the player at any time.
- Currently, titles only appear to realm friendly players.
Here is a list of achievements for which players will be awarded new titles:
- Enemy Players Killed - Based on the number of total enemy players whom the player
has participated in killing.
- Towers Taken - Based on the number of enemy towers a player has participated in
capturing.
- Keeps Taken - Based on the number of enemy keeps a player has participated in
capturing.
- Albion Players Killed - Based on the number of enemies from Albion whom the player
has participated in killing.
- Hibernian Players Killed - Based on the number of enemies from Hibernia whom the
player has participated in killing.
- Midgard Players Killed - Based on the number of enemies from Midgard whom the
player has participated in killing.
- Relics Placed - Based on the number of relics players in a group have participated
in capturing. (Note that only players in the group directly responsible for capturing a
relic will get credit for this achievement.)
RUN SPEED CHANGE
Since Dark Age of Camelot's launch, we have heard continuous feedback from
our community about the movement speed in our game. The concerns over how slow our
movement is has continued to grow as we have added more and more areas in which to travel.
Because we believe these concerns are valid, we have decided to make a long requested
change to the game, enhancing the movement speed of all players who are out of combat.
This new run state allows the player to move faster than normal run speed, provided that
the player is not in any form of combat. Along with this change, we have slightly
increased the speed of all secondary speed buffs (see below for details). Both of these
changes are noticeable but will not impinge upon the supremacy of the primary speed buffs
available to the Bard, Skald and Minstrel.
- The new run speed works only in PvE. We are still assessing the possibility of
this ability also working in RvR.
- The new run speed does not work if the player is in any form of combat. All combat
timers must also be expired.
- The new run speed will not stack with any other run speed spell or ability, except
for Sprint.
- Pets that are not in combat have also received the new run speed, only when they
are following, to allow them to keep up with their owners.
- We have slightly increased the speed bonuses for the following spell lines:
Sorcerer Amplify Movement
Theurgist Brisk Wind
Enchanter - Effervescence
Hunter - Speed of Prey
Warden Guardians Encouragement
Healer Ease of Movement
Ranger - Forest Shadow
Runemaster Token of Movement
Vampiir - Vampiir's Sprint
COSE NUOVE E BUG RISOLTI
- The original design of RvR Missions was intended to bring a meaningful and
beneficial experience to those players who enjoy New Frontiers RvR - particularly players
who are traditionally high enough in level to contribute to their realms through combat
and keep warfare. However, we have discovered that the ease with which these missions can
be accomplished - even by players who are below the normal level traditionally found in
the New Frontiers region - has caused some players to use the RvR Missions system purely
to boost low level characters with a tremendous amount of realm points and experience.
Because of this, we have restricted personal missions to those players who are level 40
and above, and we have disabled the credit for guard and player kills in the various
battleground zones. Please note, however, that group and realm missions remain unaffected
by level. Players below level 40 are still encouraged to participate in the RvR Missions
experience utilizing the group and realm missions available to them in the New Frontiers
region.
- Players will no longer be informed when someone else leaves a starter guild.
- We've corrected several alpha issues with Bainshee spell effects. First, the
soundwave "cone" attacks should not appear to cut off rendering of objects
behind them. Second, the Bainshee's shield effects will now appear as glossy instead of
just black lines.
- Rogue type monsters that use the stealth graphics will now more reliably be
knocked out of stealth when attacked by player pets.
- The loot bag has been updated with a new model.
- Midgard cloth Epic vests, as well as some cloth vests from Atlantis, were not
displaying correctly. This has been fixed.
- Siege equipment can no longer be deployed in Darkness Falls, Passage of
Conflict and Summoner's Hall.
- Players will no longer be able to boot players from or set options on boats
they aren't actually piloting.
- Players will now need to be within 256 units to board a ram.
- The commands /vforward, /vstop and /vfollow no longer work on non-controlled
boats.
- (PvP Server Only) Players will no longer be restricted from joining a new guild
for 2 hours after leaving a newbie guild.
TOOLTIPS
We have added tooltips to a number of items in the interface, to better
explain their functionality or to provide useful feedback.
- For spells on your quickbar or active effects, you will now see the name of the
spell and a duration/disabled timer, if appropriate.
- Based on player feedback, we have modified the tooltips from their original form
in the 1.74 patch to make them smaller and less obtrusive.
- To have your custom UI display tooltips, you must supply a FullResizeImage called
"tool_tip_background". The Atlantis and Isles skins
"tool_tip_background" use the same graphics as the "selection_box"
template used in the Quiver window.
- To add tooltips to statistics, resists, and experience bars, inside the control
definition you must add an entry for #. The # should be one of the following:
1 - Strength
2 - Constitution
3 - Dexterity
4 - Quickness
5 - Piety
6 - Empathy
7 - Intelligence
8 - Charisma
9 - Thrust
10 - Crush
11 - Slash
12 - Heat
13 - Cold
14 - Matter
15 - Energy
16 - Spirit
17 - Body
32 - Free Level Info
- The new adapters to display resists are named "stats_[resist type]".
For example, Matter is "stats_matter".
Character Statistics Page
To help players better understand item bonuses, item bonus caps, and evaluate
items, we have added a system of tooltips to your character statistics page that will
display all relevant information.
- Hovering over any stats display (Strength, Constitution, etc) will now bring up a
tooltip that will list base stats, item bonus, item cap, item bonus waste (bonus that
exceeds your current cap), bonuses from spells/buffs, and any bonuses from RAs or class
specific abilities.
- We have changed the layout of the main statistics page to include a new section
that displays your current resists for each damage type. A tooltip will display bonus
information broken out in the same way as statistics.
- We have slightly changed the rules about when stats are highlighted, to give
better feedback to players. Your natural level is now considered to be base stat, item
bonuses, and realm ability bonuses. When you are above this value (from buffs or spells)
the statistic will be colored green. When below this value (from debuffs) the statistic
will be colored red.
- Anytime you are missing Constitution due to a PvE death, the Constitution stat
will be colored red as a reminder to visit a Healer.
User Interface Notes
- We have added a new title window to let you change your current
title, and view your title statistics. You may open it with the new "Title"
button on the Stats/Attributes character sheet page (near the existing "Master"
button) or use the "/title" slash command.
- To better focus our efforts on user interface enhancements, we are officially
dropping support for several of our less popular user interface skins. The only skins
available in the Catacombs/Atlantis clients are now the Trials of Atlantis-style Skin, the
Shrouded Isles-style skin, and any Custom Skins. Shrouded Isles clients do not support
custom skins, and will only be able to use the Shrouded Isles-style skin.
- Hovering your mouse over your experience bar will now display your character's
free level information.
Multiple Quickbar Support
To allow players to use an ever-increasing amount of abilities, we have added
multiple onscreen quickbars.
- These quickbars are fully independant from other quickbars on your screen,
enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at
once.
- You may activate multiple quickbars by opening your Options Menu (via the button
on the Character Stats page).
- Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for
example, to enable quickbar 2, use /quickbar 2 1)
- To access abilities on second and third quickbars, you may use the Alt (2nd
Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use
these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard
configuration.
- To switch between quickbar pages on the second and third quickbars, you can use
Alt-Shift-# and Ctrl-Shift-#
- The /qbind command has been updated to take a quickbar as an additional argument
(example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2)
Character Creation Changes
- Kobolds will now correctly list that they can become Warlocks in the
Character Creator. They could always become Warlocks, it was just not shown in the list of
advanced classes that they could become.
- You will now get an appropriate error message when entering a name that is too
short.
Housing Changes
- Only the character that actually owns a personal house may pick up or
place vaults and consignment merchants. Previously, any character on the account could
pick up vaults and consignment merchants even though only the character that owned the
house could place them.
- Players may now use the repo merchants for missing vaults and consignment
merchants, even if the house itself is still in the player's possession. Previously, repo
merchant use was restricted only to players who lose the entire house.
- Houses will now need to be completely emptied of all items in the house and in the
garden before the house can be upgraded or downgraded.
World Changes
- In 1.74 the stack size of many common sell loot items was increased.
Unfortunately mistakes were made in the corresponding value adjustments, resulting in
decreased sell values for these items. The items have been returned to their correct sell
value in 1.75.
NOTE SU "NEW FRONTIERS"
- The monster population in the Frontier zones has been slightly reduced.
-
In an attempt to further deter trespassers into his Hall, the Grand Summoner has placed
wards at the entrances to the Passage of Conflict and the Summoner's Hall. These wards
will unleash magical damage to those who linger too long near the entrances.
MODIFICHE ALLE CLASSI
Generali
- We have addressed an issue that would cause the following spells in the
following lines to occasionally skip a pulse: Crusader's Ward line,
Body/Mind/Energy/Heat/Cold/Earth Ward line, Soul Ward line, Brisk Wind line, Ease of
Movement line, Chant of the Brawl line, Song of Rest line, Body/Spirit Bolstering Chant
line, Energy/Heat/Cold/Matter Diminishing Chant line, Effervescence line, Nature's Revenge
line, Guardian's Encouragement line, Chant of Endurance line, and the Greater Battle Zeal.
- We have addressed an issue with certain charm spells that could potentially cause
the charm to drop without getting two sequential resists. This affects the following
spells: The Minstrel's Captivating Melodies charm line and the Mentalist's Illusory Enemy
charm line.
- We have moved the level 2 buff spells for all Naturalist and Acolyte base classes
to level 1.
- Druid, Cleric, and Shaman focus shells will no longer block melee damage in PvE.
Master Ability Changes and Fixes
- The duration of the Speedwarp debuff has been reduced from 60 seconds
to 30 seconds.
Realm Ability Changes and Fixes
- Negative Maelstrom has had its damage increased by 30% for each tick,
for all levels of this ability.
Base Classes
- The Naturalist base class will now receive the Minor Bark Skin spell
at level 1.
- The Acolyte base class will now receive the Aura of Shielding spell at level 1.
Armsman
- The Polearm style, Distract, now has an improved growth rate for its
style damage.
Bainshee
- The Bainshee's Audible Barrier spell line has been changed so that a
player cannot recieve the benefits of the spell more than one time every 30 seconds. This
now works similarly to the way that pulsing blade turn works.
- The Bainshee's Wraith's Shield spell line will no longer block boiling oil damage.
- Fixed a bug where the Alarming Yell spell line had mesmerization spell graphics
instead of root spell graphics.
Bard
- The hotbar icons for Rhythm of Earth and Rhythm of Nature now have the
correct color border.
Cabalist
- All simulacrums now have updated models when using the Catacombs client.
Friar
- The Friar's Saint's Stamina spell line now has the appropriate color
borders for each level of the spell.
- The Shield of Faith spell line can no longer be overwritten by the Paladin's
Crusader's Ward spell line.
Mentalist
- We have added two group power regeneration spells for the Mentalist.
These spells are available at the following Holism (Mana) spec levels:
37 Invest Concordance
45 Invest Perfection
Necromancer
- Necromancer pets can no longer be confused. Necromancer pets were not
supposed to be affected by confuse spells, as the confuse effect can potentially take the
pet outside of the leash range of the Necromancer, making the Necromancer unable to defend
himself when the pet was dispelled.
- The Cleaving Guardian spell line can no longer be overwritten by the Heretic's
Diabolic Thorns line.
Nightshade
- Nightshades will now receive an evade reactionary version of the Celtic
Dual style, Tornado.
- Nightshades will now receive an evade reactionary version of the Blades style,
Return Blade.
Paladin
- The Paladin's Chant of Endurance spell line will no longer display a
spell effect for each pulse of the spell.
Runemaster
- The Runemaster spell line, Raven Drove, no longer delves as having a 20
second recast timer.
Shadowblade
- Shadowblades will now receive an evade reactionary version of the Left
Axe style, Polar Light.
- Shadowblades will now receive an evade reactionary version of the Axe style,
Cleave.
Sorcerer
- We have added two group power regeneration spells for the Sorcerer. These
spells are available at the following Domination (Mind Twisting) spec levels:
37 Circle of Cognition
47 Circle of Lucidity
Valkyrie
- Valkyries will no longer have the Odin's Lesser Aura spell stuck in their
spell list after receiving a higher level version of the spell.
- Vindictive Bite, Vindictive Nip, Valkyrie's Command, and Valkyrie's Dominance now
share the same recast timer. Please note that the timer amounts for each shear set, 300
seconds for Vindictive Bite and Valkyrie's Command, and 60 seconds for Vindictive Nip and
Valkyrie's Dominance have not been changed.
- The spell effect for the Odin's Hoof spell line has been changed.
- The recast timer for the Odins Hoof spell line has been decreased from 30
seconds to 20 seconds.
- The root duration for the Valkyrie styles, Odins Clip (Sword) and Pin
(Shield) has been increased to 6 seconds.
- The Odin's Retribution line of spells can now be cast while moving.
Valewalker
- The spell effect for the realm ability, Vale Defense, has been changed.
Vampiir
- The Vampiir will no longer use a casting animation when casting the
Restoration spell.
Warlock
- Warlocks are able to combine certain abilities in ways that, in
conjunction with a few of their high damage spells, significantly overpowers them. This is
exaggerated even more because the amount of damage done by certain Warlocks spells is so
high. To help mitigate this issue, we have reduced the damage for the following Hexing
spell lines:
2 Lesser Beguiled Pain - Damage: 10
3 Beguiled Pain - Damage: 15
8 Greater Beguiled Pain - Damage: 34
13 Lesser Beguiled Pain - Damage: 66
18 Beguiled Injury- Damage: 77
24 Greater Beguiled Injury - Damage: 97
34 Lesser Beguiled Hex - Damage: 135
43 Beguiled Hex - Damage: 168
49 Greater Beguiled Hex - Damage: 191
5 Infernal Sore - Damage: 9/pulse
9 Infernal Eruption - Damage: 15/pulse
19 Infernal Rot - Damage: 37/pulse
30 Infernal Degeneration - Damage: 55/pulse
41 Infernal Infection - Damage: 76/pulse
46 Infernal Erosion - Damage: 88/pulse
Wizard
- The Searing Wind spell line now has a scaling duration and resist lower
effect for the higher level versions of the spells.
3 Searing Wind - Duration: 20s, Resist Lower: 10%
6 Searing Wind (Lesser) - Duration: 20s, Resist Lower: 10%
12 Searing Wind - Duration: 20s, Resist Lower: 10%
16 Searing Gust (Minor) - Duration: 25s, Resist Lower: 10%
21 Searing Gust - Duration: 25s, Resist Lower: 15%
27 Searing Wave (Minor) - Duration: 30s, Resist Lower: 15%
37 Searing Wave - Duration: 30s, Resist Lower: 15%
47 Searing Blast - Duration: 35s, Resist Lower: 15%
- The Simmering Cloud spell line now has a scaling duration and resist lower
effect for the higher level versions of the spells.
8 Simmering Cloud - Duration: 20s, Resist Lower: 10%
14 Broiling Cloud - Duration: 20s, Resist Lower: 10%
22 Sweltering Cloud - Duration: 25s, Resist Lower: 10%
29 Burning Cloud - Duration: 25s, Resist Lower: 15%
36 Torrid Cloud - Duration: 30s, Resist Lower: 15%
46 Boiling Cloud - Duration: 30s, Resist Lower: 15%
NOTE SU DAOC CLASSICO
Quests - Albion
- Cotswold Delivery - Players who already have Miraveth's Cloak from the
tutorial will get a belt reward instead of another cloak.
- The Task at Hand - Players who have already chosen their advanced profession can
now complete this level 1 to 5 quest.
- Outcast Ormgarth - This quest is now geared to players between levels 22 and 32.
- Nenet's Research - This quest is now geared towards players between levels 21 and
31.
- The Hunt for Arachneida - This Campacorentin Forest quest is now set for players
between levels 20 and 30. The rewards have been adjusted to include a plate mail reward
for Armsmen or Paladins.
- Goblin Hunting - This quest is now geared towards players between levels 22 and
32.
- Oaken Boots - This quest is now geared towards Armsmen and Paladins between levels
20 and 30.
Quests - Midgard
- Mularn Delivery - Players who already have Miraveth's Cloak from the
tutorial will get a belt reward instead of another cloak.
Quests - Hibernia
- The Task at Hand - Players who already have Miraveth's Cloak from the
tutorial will get a belt reward instead of another cloak.
- The Task at Hand - Players will no longer be able to start this quest without
first completing Mag Mell Delivery from Addrir. Addrir will give the Mag Mell Delivery
quest up to level 5.
Monstri - General
- The monsters found in many of the homeland zones have grown greatly in
strength. As players move away from the starting towns of Cotswold, Mularn and Mag Mell,
the monsters will become steadily more dangerous. Adventurers are warned to explore
cautiously until the extent of the changes is determined.
-
Bounty items have been adjusted to drop from monsters at a consistent rate. Previously
some bounty items were very rare drops.
- Bounty items have been adjusted to a consistent sell value. In situations where
this change would result in a lower sell value, the item was not changed.
- Grymkin's Healy Belt (Albion) now has a bonus to rejuvination skill in place of
regrowth skill
- Trophies may now be obtained for Maldahar, Yar, Legendary Afanc, Evern, Green
Knight, Orey-eyed Oghamist, and Stang.
Quests - General
- The Pig Herder's Cap of Victory, the Badger Herder's Cap of Victory, and
the Tomte Herder's Helm of Victory can now be traded and dropped into vaults.
- Several quests in the classic zones have been altered to fit the monster changes
described above (in Monsters/NPCs - General). The quest level, rewards and journal entries
have been adjusted to match these changes.
Quests - Albion
- The beginner quests starting with Master Frederick have been revamped.
There are some optional guides to interface and game mechanics added to the early stages
of these quests. There is also an extra quest called Battlegrounds which will give players
some information on RvR. This quest will cover PvE or PvP on Gaheris or Mordred.
- Arrows for Yetta Fletcher (levels 4 to 7 mini quest) - Yetta Fletcher is looking
for someone to help her make some arrows. Speak to her in Cotswold if you can help.
- The Growling Ghost - Growler can now be found in Salisbury Plains near the
northwest guard tower.
- "Beginning of War" Master Dunwyn has been relocated to Cotswold from
Avalon Marsh. This will alleviate the excessive travel for players.
- Shaken Squire - Sir Jerem of Prydwen Keep is looking for players between levels 6
and 9 to help him locate an adventurous squire who has gone missing.
- Disenchanted - Prydwen Keep's enchanter, Palune, has been unable to deliver all of
her newly-enchanted weapons since her courier has fallen ill. She's willing to pay players
between levels 7 and 10 to deliver a special weapon for her.
- Breaking the Bandits - Atheleys Sy'Lian, Avalonian emissary to Prydwen Keep, has
noticed an increase in bandit activity in Camelot Hills. She's looking for players between
levels 8 and 11 to help her eliminate a local bandit leader.
- A Message for the Manes - Sir Jerem at Prydwen Keep is looking for players between
level 9 and 12 to help him deal with an emerging threat from the demons of Darkness Falls.
- Boulderling Balm - Brother Maynard, Prydwen Keep's healer, has run out of a key
ingredient for his healing hand balm and is willing to pay players between levels 10 and
13 who will help him resupply.
- Beginner Quests - The first two beginner quests in Albion have been replaced.
Master Frederick will now give players some assignments in the Cotswold area. Players
currently on the Important Delivery quest may return to Master Frederick to get the new
quests. Players on the City of Camelot quest can finish that before getting the new
quests.
- The Jersey Devil - Robert, Lord of Jersey, and court rival of the powerful Lady
Genevieve, has come to Camelot to pay his respects to King Constantine. Lady Genevieve is
looking for players level 35 and above to help her teach the Lord of Jersey a lesson he
wont soon forget.
- Point of Reason - Aricoer and his Captured Souls have been moved to Campacorentin
Forest on the hill north of the Ogre Fortress.
- Chains of Death - Erich and the Giant Skeletons have been moved northeast of
Cornwall Station atop a hill.
- Lisreen's Plight - Lady Nimue can now be found near a small body of water north of
Nobs Stable in Camelot Hills. Archibald Oakheart has been moved to West Downs in
Salisbury Plains. The Fellwoods have been replaced with Druid Seers that are located atop
a hill near the north western guard tower of Salisbury Plains.
- Forged Excellence - Dooben and Vandush have been relocated to Salisbury Plains.
They can be found along the shoreline near the slave camp.
- Scura tragedia - The summoning circle has been moved to the Salisbury Plains. It
is west southwest of Stonehenge Barrows.
- La morti parla - The Skeletal Legionnaires for this quest can now be found in
Salisbury Plains. They guard the bridge next to the Fallen Tower.
- Animare il morti - Centurion Favius can now be found next to the Fallen Tower in
Salisbury Plains.
- Master Frederick will now offer players a Battlegrounds quest at level 5,
following the completion of the Culmination quest. This will guide players towards
advanced class selection and provide some RvR basics.
Quests - Midgard
- The beginner quests starting with Dalikor have been revamped. There are
some optional guides to interface and game mechanics added to the early stages of these
quests. There is also an extra quest called Battlegrounds which will give players some
information on RvR. This quest will cover PvE or PvP on Gaheris or Mordred.
- Stolen Eggs - We have fixed a bug that was preventing Bonedancers from speaking
with Griffin Handler Njiedi and advancing their quest.
- Mauler Invasion (level 1 to 4 mini quest) - Viking Kreimhilde in Mularn is seeking brave
new adventurers to help her deal with a problem with the black mauler cubs.
- Waking of the Fallen - Casters and Ranged fighters will no longer have to kill
Broch multiple times to complete this quest.
- Lyna's Huldu Trouble (level 2 to 5 mini quest) - Lyna in Mularn has had her
favorite staff stolen by a huldu outcast. She's willing to pay the person that is able to
return it to her.
- Vers' Armor (level 4 to 7 mini quest) - Vers in Mularn is looking to improve his
armor-making skills. He needs someone to help him obtain some supplies. Speak to him if
you can help.
- Eater's Bounty (level 5 to 8 mini quest) - Tamara at the guard tower just outside
of Mularn is looking for brave adventurers to help her defend the tower.
- "The Birthday Gift" (Level 1-4) Following in the family tradition
Barkeeps Nognar and Prugar run the bars in Mularn and Jordheim. Due to the brothers
responsibilities at there respective bars they rarely see each other anymore. Nognar needs
someone to help him obtain a birthday gift for Prugar. He has an idea for something that
will remind his brother how close they used to be as kids and that he does not need to be
so serious all the time.
- "Family Reunion" (Level 2-5) Barkeep Prugar is thrilled. It makes him
realize he has been working too much and not taking enough time for himself and his
family. He plans on visiting his brother in Mularn but needs to straighten some loose ends
before leaving. He has a letter he needs delivered to his brother, Barkeep Nognar of
Mularn.
- "Dinner Quest" (Level 3-6) In preparation for the arrival of his
brother, Barkeep Nognar wishes to make his brother's favorite meal. He needs several
ingredients for his Hobgoblin Stew but cannot leave the bar since his apprentice has not
returned yet.
- "Bow for a Gift" (Level 4-7) In the time since you have helped with the
stew ingredients another letter has been received from Prugar. He wishes to go hunting one
day during his visit. Unfortunately Nognar no longer has any hunting bows or quivers. He
does have a friend in Haggerfel, Macalena, who should be able to help out.
- "Family Ties" (Level 5-8) Now that everything is in place for Barkeep
Prugar's visit there is just one last task. Barkeep Nongar wishes a letter to be delivered
to his brother letting him know they anxiously await his arrival the following day.
- "Battle on the House" (Level 6-9) Kristen works at her friend's bar in
Vasudheim when not training with the Forces of Midgard. She sent her sword and shield off
to Mildrid in Haggerfel for repairs while on leave from training. The Force of Midgard has
sent a notice about an emergency meeting and she must have her sword and shield with her.
She has much to do in Vasudheim and needs someone to fetch her belongings for her.
- "Suspicious Mind" (Level 7-10) Hrugnar is making his wife a fur cloak as
a 10th anniversary gift. To keep Luran from becoming suspicious of his plans he has side
tracked her with a new puppy, Gealla. But he again feels she is onto him and needs help.
Since he cannot leave his shop he needs someone to get him the items he needs to complete
her cloak.
- Galagore, in Vasudheim, will now accept Fenrir Tracker Paws for a bounty quest
from levels 40 to 44. He was previously refusing to take them at level 40.
- Mucking through the Ick - The Ick spider has been hunted to extinction in Gotar.
You can now find Ick in East Svealand near Audliten.
- Stolen Eggs - Griffin Handler Njiedi will now reward rogues with Recruit's
Starklaedar Gloves instead of a duplicate Recruit's Starklaedar Jerkin.
- Taldos' Amulet - Taldos and his companions can now be found in East Svealand.
- Prove Kobold Helen's innocence - Kobold Helen, her escort guards and Sentry
Litenberg have been moved to the guard tower near Dvalin.
- The Red Dagger - Joseph Domr can now be found in Gotar, near Fort Atla. Korban now
resides somewhere in Gotar as well.
- Travelers Way - Players must now collect three skins from sveawolf prowlers. They
can be found in the same area as the sveawolf mothers.
- Runes of Darkness - The Lone Weeping Willow can now be found in West Svealand.
- The Red Dagger - Korban and her seithkona sisters have relocated to Gotar.
- Wisdom of Time - Niswen has moved towards the north end of the lakes in Myrkwood.
- Grenlock Clan - Coplin has moved further north in Myrkwood. He can be found near
the weeping willows.
- Grenlock Clan - Ove Alfevson now resides near the entrance to Askheim. He has been
seen wandering the road to Gna Faste as well.
- Grenlock Clan - Players must now seek Jordande in Gotar instead of Tradande in
Skona.
- A War of Old - Scout Argyle now hunts in the region just below Vindsaul Faste in
West Svealand.
- A War of Old - Lieutenant Salurn has relocated to Gotar, not far from the Cursed
Tomb.
- A War of Old - The Witch now haunts Myrkwood just below Gotar.
- Beginning of War - Master Briedi has been relocated to Mularn from Fort Atla. This
will alleviate the excessive travel for players.
- Dalikor will now offer players a Battlegrounds quest at level 5, following the
completion of the Culmination quest. This will guide players towards advanced class
selection and provide some RvR basics.
Quests - Hibernia
- The beginner quests starting with Addrir have been revamped. There are
some optional guides to interface and game mechanics added to the early stages of these
quests. There is also an extra quest called Battlegrounds which will give players some
information on RvR. This quest will cover PvE or PvP on Gaheris or Mordred.
- Bones to Blades (level 2 to 5 mini quest) - Wony in Mag Mell has accepted a
commission to make special weapons, but she's lacking all the necessary components. She is
looking for brave adventurers to help her with this problem.
- Valewalkers and Animists can now complete the Stolen Hatchling quest.
- "Beginning of War" Master Lucyn has been relocated to Ardee from Connla.
This will alleviate the excessive travel for players.
- Rattled Recruit - Sentinel Moya in Ardee is looking for players between levels 6
and 9 to help her locate an overeager recruit who has gone missing.
- Quick Fix - Nyderra, in Ardee, is looking forward to a hunting trip with an old
friend, but her new bow has broken. She's looking for players levels 7 to 10 to help her
in repairing it before her guest arrives.
- Inherit the Wind Ghoul - Ardee's enchanter, Eiral, needs help proving a theory
about the spirits that haunt Hibernia. She will ask players between levels 8 and 11 to
assist her with her research.
- A Friend For Gogarty - Aideen, a merchant in Ardee, has been too busy lately to
visit her friend, Gogarty Muire. She's searching for players between levels 9 and 12 to
bring him a new friend.
- Creeping Darkness - Sentinel Moya, leader of the Sentinel garrison in Ardee, is
looking for players between levels 10 and 13 to assist her with the first phase of a
campaign against demons escaping from Darkness Falls.
- The Troyas Research quest has been renamed Jossons Research and has
been moved from the Connla area to Mag Mell. Players between levels 2 and 5 can begin the
quest by speaking with Josson.
- The Tyrees Dyes quest has been renamed Rhians Dyes and has been moved
from the Howth area to Tir na mBeo. Players level 11 and above can speak to Rhian to begin
the quest.
- The named wind ghoul, Little Wind, will now spawn more frequently for the Little
Wind quest. He may be found during the daylight hours near the other wind ghouls in
Connacht.
- Roane Skin - Slevin has relocated to the barn at the parthanan farm in east Lough
Derg.
- Roane Skin - Resa has relocated to the northern coast of the lake in Lough Derg,
north of the parthanan farm and can be found among the other roane maidens there.
- Roane Skin - Hazard has moved to a circle of stones to the west of the town of Tir
na mBeo in Lough Derg.
- Seek the Moonstone - Nock has taken up residence on the Dergan Island in southern
Lough Derg.
- Seek the Moonstone - Tracker Tremain has been seen near Nocks old hut in the
northeastern Silvermine Mountains, near the border with Lough Derg.
- Seek the Moonstone - Rory has taken up with the Empyreans in the Valley of Bri
Leith and can be found near Keeper Rasa.
- Criostoins Promise - Players will now learn the story of Criostoins
Promise from Saraid in Caille instead of Kimba.
- Connlas Well - Slevin has relocated to the barn at the parthanan farm in
east Lough Derg.
- Secret of Nuadas Silver - Miner Cucugar has fled the Sheevra lands and taken
refuge with his Siog cousins near the entrance to the Coruscating Mine in the Valley of
Bri Leith.
- Secret of Nuadas Silver - Players will now be asked to bring Dera a silver
arrow from a Siog archer named Sloithi.
- Secret of Nuadas Silver - Hill hounds can now be found roaming near
Sloithis Siog encampment.
- Secret of Nuadas Silver - Mermen can now be found along the western edge of
Moon Lake in the Valley of Bri Leith.
- Secret of Nuadas Silver - Bran the Giant now roams near a grove of dead
trees in the southeast of the Cliffs of Moher.
- Enchanting Willow - Ciar can now be found in a cluster of birch trees to the east
of Mag Mell.
- Enchanting Willow - Lucan is now posted by the standing stones southeast of the
Muire Tombs entrance in Connacht.
- Enchanting Willow - Torrance has taken up residence in Ardee.
- Cad Goddeau - Torrance has taken up residence in Ardee.
- Cad Goddeau - The Old Hermit and his Blademaster have left their former home in
Lough Gur and now resides in a camp south of Brynach in the Valley of Bri Leith.
- Addrir will now offer players a Battlegrounds quest at level 5, following the
completion of the Culmination quest. This will guide players towards advanced class
selection and provide some RvR basics.
Monsters/NPCs - General
- The meetings that were held in the three capital cities regarding
Atlantis will no longer be held. Instead, new meetings are being held to inform one and
all of the terrible situations that face the Inconnu, the Kobolds, and the Shar in the
lands of Catacombs. Stop in the capital city and see the creatures that threaten the very
lives of these three races!
- The puppies summoned by the Whistle have been given new models.
NOTE SU "TRIALS OF ATLANTIS"
Oggetti - Generale
- Players no longer need to have starter their master levels to gain credit
for the Scepter of the Meritorious Encounter.
- Artifact scrolls in Stygia have been redistributed and the drop rates increased.
Setians and Mau now have a chance to drop any page of the Stygia scrolls.
- Cloak of Divinity can now be dyed with cloth dye instead of leather dye.
- (Midgard) The thrust debuff on the Golden Spear artifact has been changed to a
slash debuff to match the damage type of the artifact.
Oceanus Quests
- The named shark, Ancus of the Skyros Order faction quest can now be found
hunting around a large rock north of the Kraken lair.
Aerus Encounters
- Players are no longer required to have trials 9.1 - 9.9 complete to
assist in attacking the Phoenix.
- Dawar now will now be more reliably found at his spawn location.
Oceanus Encounters
- Sightings of the Kraken and Leviathan have increased lately in Oceanus
Hesperos and Oceanus Notos.
- Moughart will now be more reliably found at his spawn locations.
Stygia Encounters
- In the Snake Charmer's Weapon encounter, Maedion will move a little
faster while playing his flute than he did before, though he should still be quite easy to
keep pace with.
Temple of Twilight
- Legends tell of adventurers using the severed head of Medusa as a weapon
against the legendary Kraken
Dungeons
- Sobekite Eternal Encounter - Pick Your Poison: Djedkare will now gain
power faster so that he may grant the challenges for his Trial more quickly. Djedkare will
also now grant an entire battlegroup credit for defeating his challenge of Horror (ML
2.7).
- Stand Fast: Another sobekite observer has taken residence within Amenemhat's
chambers.
- (Temple of Twilight) Kepa will no longer ask players to retrieve a cure. Players
will be able to talk to her directly and launch into the encounter without doing any
additional questing.
- (Temple of Twilight) Antioos will no longer demand players retrieve items for her.
Players will be able to talk to her to launch the encounter without seeking additional
items.
NOTE SU "CATACOMBS"
Monsters - General
- Various archer based monsters have been made to engage in melee sooner
when attacked.