Classes of Camelot Frequently Asked Questions
Yeah, remember the food Pyramid that your mom made you memorize when you were 9? You know, the one with the veggies on the bottom and sweets on the top? Well, Camelot has something like that for items. On the top of the pyramid (the most rare) would be spellcrafted player-made, then epic quest items, next down are normal quest items or “one time drop quest” items, then boss monster items, then player-crafted items, then rare monster drops, then store bought stuff, and the junkiest of the junky are normal monster drops. You'll probably be using mostly player-crafted and store bought stuff throughout your early career.
What's this I hear about durability?
Well, in Camelot, weapons and armor degrade slowly as you use them. Each piece has two attributes - durability and condition. Condition is how dull your knife is, or how many holes you have in your armor, while durability is how sturdy your piece of equipment is, or how many more times you'll be able to repair it. Weapon condition will degrade in battle, and you'll need to take it to a smith to repair. But, every time you repair, you'll lose some durability on that weapon. When a piece of equipment hits 0 durability, it can no longer be repaired.
Blah. That sucks.
Not really, because durability is based on the quality of the item, and equipment higher on the Item Pyramid generally have a higher quality. When repairing, an item with 100% quality will lose very little durability compared to an item of 85% quality.
So how much can I carry?
Well, if stuff didn't weigh anything, you could theoretically carry 40 items of any shape or size - plus anything you can wear.
What about bags?
Nope. No bags. Bags are bad anyhow =) Inventory management is much easier with just 40 slots.
What's my carry cap?
Well, normally it's close to being equal to your strength. A wizard with around 50 strength will be able to carry about 50 pounds, and so forth.
How do I stack items?
Most items which can stack will automatically do so when you pick them up. Different items can be stacked to different amounts – but the largest stack you can ever make is 200, and that only for tradeskill materials.
What determines who gets what when an item drops?
A) Only the members of the group that do the most damage to a monster will get the credit for "killing" that monster.
B) Only the members of the group that get credit can take items and coins from the corpse.
C) Anyone and everyone in the "credited" group who had a quest to kill a certain monster will get the required item from that monster dropped straight into their inventory (not the ground), provided they have a free inventory slot. If they do not have a free slot, then the item will drop on the ground in front of them, and they will be set as the owner of that item (in other words, they are the only person who can pick that item up.)
Definition of Credited: The group that deals the highest percent of damage to the monster.
D) The group leader has the option to set "autosplit" for his group, with the following options: No Autosplit, Autosplit Coins Only, Autosplit Items Only, Autosplit All.
E) No matter which person in the group picks an item off the corpse, if Autosplit is on, it gets split.
F) Individuals within the group can choose whether they want to participate in the autosplitting. If they do not, items will not get split to them, but they can still pick items up, so make sure everyone in your group agrees to the autosplit (if they don't - kick em out!)
G) For looted items, everyone in the group is notified who picked what up. People not in the group who are nearby can see who picks up items, but not who they sort to in that person's group.
What does autosplit do?
Well, when a monster drops some loot, and autosplit it turned on, the game will roll a random number to decide who in the group gets that item when it is picked up. If your inventory is full, or if you are too far away, and your number comes up, the computer will pick another person to give it to.
What kinds of coins does Camelot have?
From the least valuable to most valuable, the coins are: Copper, Silver, Gold, Platinum, and Mithril.
How many of the lower equals one of the higher?
100 coppers will equal 1 silver, 100 silver equals 1 gold, 1000 gold = 1 platinum, 1000 platinum = 1 mithril.
Does money weigh anything?
Nope, but if it did, it wouldn't matter a lot. When you get 100 of a coin, Camelot "magically" changes it to one coin of the higher level - without ever visiting the bank!
Condition, Quality, Durability, and Bonus?
O.K. so if you right click on a piece of armor, weapon, or shield, a little box will come up with different numbers and things that say Condition, Quality, Durability, and Bonus. No, this isn't one big Cryptogram, these attributes actually mean something, and here I'll tell you about it. I try to explain it as easily as possible, but there is some math involved.
Condition is how dented your armor is, or how dull your blade is. As you beat up monsters, the condition of your equipment goes down. Obviously, your knife will eventually need sharpening. Also, if you are a caster, this applies to any focus items you have. At 100% condition, a piece of equipment is performing as well as that piece of equipment can possibly perform. As condition goes down, the piece will begin to perform worse. A piece of equipment at 90% condition is performing at 90% of its possible performance. To get condition back to 100%, you need to take your items to a smith and have them repaired.
When you repair your armor, the durability decreases. Basically, durability is a measure of how many more times you can repair your armor before it can't be repaired any more. Think about it - you can only sharpen your blade so many times before there's no more blade left to sharpen. The durability does not affect an item's performance in battle. When an item gets to 0% durability, it can no longer be repaired, and you're stuck with whatever condition that item is in, forever.
Here's where it begins to get tricky. Items you buy from a merchant will always be 85% quality. Items you get from monsters can be anywhere from 70% to 100% and items you buy from player crafters can be from 94% to 100%.
The lower the quality is, the faster the condition will degrade from use. Items at 100% quality will degrade very slowly, while items less than 90% will degrade rather fast. Also, when repairing, items with a higher quality will lose less durability.
But quality also affects an item's performance - just like condition does. An item at 100% quality and 100% condition is extremely rare. Usually, these items are obtained from quests, or extremely skilled crafters. At 100% quality and condition you have the best piece of equipment possible. At 90% quality 100% condition, you have a piece of equipment performing at 90% of it's maximum. If it's at 90% quality, 90% condition, it's performing at 81% of it's maximum (90% of 90%).
Since the quality of an item is always the same for that item (It doesn't change like condition or durability) the quality rating is said to be the best that item can perform, and the condition is measured against it. Let me work through an example: Assume you get a drop from a monster that is AF 50, 80% quality, 100% condition. That piece is currently performing at the level of an AF 40 piece (50AF * 80% quality). Now, as you fight, the condition drops to 90%. You now have an item performing at the level of an AF 36 piece (50 AF * (80% quality * 90% condition)).
So basically - the moral of the story is to repair often, and get items with the highest quality you can.
Bonus is, quite simply, the level of enchantment applied to the piece of equipment you are using. Bonus has nothing to do with how well a piece of equipment performs - it's completely different from that, and completely different for each piece of armor.
Getting items Bonusified
For weapons, a 10% Bonus means an extra 10% chance to hit something, applied to your current chance to hit something. If you have a 60% chance to hit something, you now have a 66% chance to hit something (not 70%!). It's 10% of your current chance to hit something, not just an extra 10%.
For armor, a 10% Bonus means an extra 10% chance a monster will miss you on that particular body zone. Again, it's applied to the monster's current chance to miss you, and not a straight 10% increase.
For shields, a 10% bonus means an extra 10% chance to block, again, that's applied to your current chance to block.
Let me tell you why they are applied percentages, and not just added. I believe the highest level of enchantment is 35%. Now, assume there's someone who can use a large shield (10% base chance to block) and he has 50 skill in shields (adding 25% chance to block), and he has a shield with 35% enchantment on it. It can't be added because that would give him a 70% chance to block. It's multiplied - giving him a 47.25% chance to block ((10% + 25%) * 1.35), which is still very high, but it's not 65%. Many people have said that bonuses are added, but they are not - they are multiplied. Please keep this in mind.
Here are the rules:
1) Any merchant or player crafted item can be taken to an enchanter and enchanted to add bonus to it, but the piece must be of a certain material. Typically, the lowest 3 levels of materials you can buy from a merchant cannot be enchanted. After that - the 4th level of material gains a 5% bonus, and the 5th level gains a 10% bonus and so on. We know there are at 10 levels of materials for items, so the highest level of enchantment is 35%.
2) Items that come from monsters can typically not be enchanted. Most of the time, monster dropped items will already be enchanted, (albeit a low enchantment compared to what it could be).
3) Enchantments are forever, kind of like diamonds. You can tell that to your Elven sweetie when you give her a new piece of armor =) Once enchanted, something can never be unenchanted, nor can it be multienchanted. There is no way to disenchant your armor, nor reenchant. Overenchanting is disallowed, as is superenchanting.
What exactly do the 'dps' and 'spd' stats do?
DPS stands for damage per second. It's a relative measure, so a weapon with a higher dps rating will do more base damage than a weapon with a lower dps over time. The only exception to this is that 2-handed weapons in every realm get extra damage, to make up for the fact you can't use a shield with them. The bonus damage starts out at 10% and increases as you put more points into the line.
SPD stands for speed. That stat shows you what the delay is on your weapon. If the spd of your weapon is 2.5. Then after you swing once, you'll swing again exactly 2.5 seconds later. If you have a quickness higher than 60 or are being affected by an attack speed haste spell, then you will swing faster than the listed swing speed.
So the higher DPS on a weapon, the more damage it will do?
Well, that's usually true, there are some other factors to take into account, though. The first thing to take into account is that dps is capped by level. So if you're level 10, even if your weapon is listed as 16.2, your dps will actually be capped at 4.2. You can find out what your dps cap is on our handy caps chart.
Remember how we talked about condition and quality affecting how much damage your weapon does? Well, both those stats affect your dps. So if your condition is 100% and the quality is 90%, then the effective dps of the weapon when you're holding it will only be 90% of the capped dps. So, in our list example the level 10 char had a sword that was capped at 4.2 dps. If the sword was 90% quality, then his effective dps would only be 3.78.
That may sound a bit complicated, but luckily you don't have to actually calculate any of it. When you delve a weapon it'll show you all those statistics on it. It'll show the weapon dps followed by your capped dps, and finally the effective dps after condition and quality are applied. The Effective DPS then is the important number. That's the one that determines what your damage actually is.
Guys do u know where I could find some good info about which gems have what effect?
has a link to the downloadable spellcraft calc. It allows you to enter what skill you are looking for an tells you what gem is used to add that skill.
How exactly do Focus abilities help? And why dont they cost anything to spellcraft? that makes them seem terribly worthless.
Adds to focus make the spell line of the focus cost less power to cast. For example, if you have 30 Runecarving focus on a staff (the only item you can spellcraft focus on), any spells in the runecarving base or runecarving spec line would cost less power to cast.
What's a magic item?
For the mentally challenged, a magic item is an item with magical attributes. When right-clicking on these items, they will sometimes say "Level x Magic Item."
How do I see what they do?
Right Click on the item to bring up its properties window, and then press 'Shift' and hold 'I' to see it's magical properties window. If it says "No Magical Attributes," then obviously the item is mundane.
My magic item adds levels and hits but I didn't take damage and I'm still the same level
O.K. who's letting these people play Camelot? =)
Here are the translations for the magical properties:
+X hits or +X power: Increases your hit points and/or mana by X.
+X STR or +X INT: Increases a certain character attribute by X.
+X% Fire: Increases a certain resistance by X%.
+X Blades or +X Regrowth: Increases a skill by X levels. This makes the skill more effective, but does not grant extra combat styles or spells.
Void: +X levels: This is also called a focus item. Any spell below level X in the Void skill or Void Specialization skill will be cast at 90% of the normal mana requirements.
So far, those are the only magical properties I've seen - increasing hit points, power, resistances, attributes, skills, or focus skills. I'm not sure there's anything else to raise.
What are charges and procs?
Sometimes when you delve a magic weapon underneath the stats there will be another effect listed. If it lists a number of charges- then that effect is a charged effect. Otherwise it's a proc. The basic difference between the two is that a charge is an effect that you choose to use at certain times and each time you use it, it removes one of the charges. A proc, on the other hand, is an automatic effect that goes off a percentage of the time. Both effects are limited by what level you are. The item will list a level that you need to be to use the effect.
What's this I keep hearing about procs and reverse procs?
Well, bascially there are two type of procs: procs and reverse procs. The type of proc is determined by the type of item it's on (with one exception). Armor will have reverse procs, while weapons will have normal procs (also called offensive procs). Normal procs have a percentage chance (usually around 5-10%) to go off when you successfully hit someone with the weapon that has the effect. Reverse procs are just the opposite. They have a chance to go off any time that piece of armor is hit by an attack.
What type of effects can I expect to see from procs?
You can get procs on weapons and armor from two places. On player-crafted equipment you can have an alchemist imbue the item with the proc of your choice. There are a limited number of effects that can be imbued by players including bonuses to AF, damage spells, damage over time spells, and ablative auras.
Many high-level magic drops will have procs already on the items. There is a much larger variety of procs on these items including all of the effects mentioned above along with lifetaps, heal spells, attack speed hastes, dmg adds, debuffs and more.
So what exactly was the exception you mentioned in which items get procs and which get reverse procs?
The exception to that is shields. Shields are a bit tricky in this game, because they are usually treated as weapons, but they also have defensive properties. So, shields can be imbued with either procs or reverse procs. Testing suggests that the reactive procs are only currently working when you're fighting another player. The offensive procs have a chance to go off any time you use a shield style in combat. And, no, you can't have both an offensive and a reactive proc on one shield. Any item essentially has one slot to be imbued with an alchemy effect, whether it's a proc, reverse proc, or charge.
What are static magic items?
Static items are magic items on which the magic bonuses have been specifically set by the developers, as opposed to random stats generated by the game (I'll get back to those in a minute). Static items drop in a number of different ways. Most types of monsters have what are called 'rare drops'. These are static items that are set to drop around 1-2% of the time that the mob is killed. Another type of static items are associated with particular named monsters like Balor, the Afanc, or the Glacier Giant. These monsters typically have a list of 2-3 different static magic items, and when they're killed they have a high percentage chance of dropping one of them.
And finally there are what are called 'One Time Drop' items. These items will drop off of a monster only once for any character. The character will only get the item if they can use it, and are of a specific level, however, if they meet those requirements they automatically get it when they kill the monster. For example, there's a zombie in Connacht named Dorbal. He has a magic rapier one time drop. I think it's set to level 38 (don't quote me on that). So the first time a level 38+ character who can use Pierce weapons is in a group that kills Dorbal, he'll automatically get the Rapier of the Forsaken. If he's lower than 38 he won't get it, and if he's already gotten on once, he'll never get it again no matter how many times he kills Dorbal.
What about items from Darkness Falls?
OK, that's a special case scenario. In the dungeon know as Darkness Falls the monsters drop different kinds of seals. Those seals can be used to purchase static items from the imp merchants near the beginning of the dungeon. You can get items, weapon and armor for all classes from about level 35 through 48 there if you can get enough seals.
How do the randomly generated magic items work?
Randomly generated magic items, usually referred to as RoG (random object generator), have stats randomly placed upon them. The program that generates these items does take into account the level of the monster it dropped off of, and generates stats that are good for the level of the item. Sometimes you will get items with mutually exclusive stats, like + blades and + pierce on the same item. So, they're not always particularly useful, but sometimes they can have really nice bonuses. Unlike static drops RoG stuff only drops as rare drops from monsters, although some named monsters are set to always drop a few pieces of RoG equipment.
How do I use the charges on my magic item?
First thing you need to do is set up a "Use Key." You can do this by going into the keyboard setup at the Character Select screen and associating the Use function with a specific key on your keyboard. Let's assume you've associated Use with the U key.
Then, go into the game, into your character's inventory screen, and drag the charged item to your hot bar, thus making an icon for it. Next, click on that icon, and then click the U key, and viola, you've been charged with the discharge of your charged up item.
How do I recharge my charged item?
There are item recharge merchants in each of the capital cities. Just take your item to them, and they can recharge it for you. Sorry, I don't know all of their names =)
So, How's it work?
Well, if you drop an item onto another player, it'll bring up the trade window (don't worry, if you drop it on the ground accidentally, no one else can pick it up!). Once inside the trade window, it's very intuitive - you each have a half of the window with places to put items and places for money. Once you've both finished putting everything up in the tradescreen, you can both hit "Agree" and the trade will be completed.
What's to stop someone from scamming me?
Well, two things are. First - you can right click on any item in the screen to see it's details, and second - there is a grace period of 3 seconds where neither of you can change the items in the window. Before this grace period is over, you will not be able to click the "Trade" button, so that loser can't sneak something in/out of your screen without you knowing it, because the "trade" button will change when he does.
What's that little repair button doohickey?
Well, if you want to get a player smith to repair your weapon, you can put it in a trade screen with him, and have him click the repair button. You can also then throw in a few coins for a tip if you wish. Then, hit accept, and when the smith accepts the trade, it will repair your weapon and drop it back in to your inventory. This way, you can have someone repair your weapon without the possibility of him or her stealing it.