===================================
Dark Age of Camelot
Version 1.47 Release Notes
March 05, 2002
===================================
NEW THINGS AND BUG FIXES
- Resurrecting classes are now added to a monster's "hate" list if they
resurrect a player while the monster that kills that player is still in combat.
All resurrecting classes should be careful about rezzing someone who was killed
by a monster if that monster is still alive and is still in combat. Please note
if the monster is no longer in combat, then no aggro is accrued, and
resurrection can be performed with no danger.
- Some root and snare spells (across all Realms) were incorrectly set to
"recast", so they could be chain-cast on players. This has been fixed.
- A monster AI bug was causing "trained" monsters in dungeons to aggress on
players not involved with that combat. This has been fixed - monsters will now
return properly to their home after being trained.
- The RESISTS button on the character sheet has been changed to BONUSES. This
gives insight not only into your resistances, but to the various realm and
outpost bonuses. Now you can clearly see the effect that Relics have on your
character and your Realm.
- Guilds can now conquer and "claim" frontier keeps. See the section on that
below.
- A lower-level RvR battleground is now available for 30-35th level players. See
the section on the battleground below.
- All player attacks now do less damage against doors and siege equipment. This
is to slow down the massive groups of people that group up and take doors down
too quickly.
- If you train a specialization to level 50, it will now correctly award you
50th level spells (if there is a 50th level spell on that specialization).
Previously, you didn't always get your 50th level spell awarded.
- Experience points now print with commas, so when you kill a monster,
especially at high levels, you can more easily see how much you were awarded.
- Strength buffs/debuffs will now immediately affect your movement rate.
- We fixed several bugs that caused players to become buried in walls or "warp"
through walls.
- In your character's specialization window, spec bonuses now print differently.
Previously, the spec list had your "base" number of trains in the list with any
bonuses already added in. Now you see the "base" number of trains you have in
that spec and next to it is the total number of object/realm point bonuses that
affect that specialization.
- A bug was causing all 2H weapon users to parry half as much as they should
have. This has been fixed - all 2H users should see their characters parrying
much more often.
- Another bug in Alliance Chat has been fixed. Now when your guild leaves an
Alliance, you will no longer see chat from that Alliance.
- Berserkers will now do (on average) more critical damage while they are in
Frenzy mode - Only in RvR combat.
- Paladins now have increased hit points.
- Champions have had their hit points and melee damages increased.
- Blademasters now get Evade III at 25th level.
- We've split the /REALM command into two separate commands: /REALM and /RELIC.
The /REALM command gives keep information and the /RELIC command gives relic
information.
- Fixed the level 45 Cabalist class title for females from Sorceress to Master
Imbuer
- Spell damage is now properly attenuated against keep doors - you'll notice
that you do much less damage with spells while "attacking" doors now than you
used to. Melee damage has always been properly attenuated; now spell damage is
as well.
LOWER LEVEL RVR BATTLEGROUND
Character levels 30-35 now have the option of going to a special RvR
battleground that is limited to characters of those levels. This is being set up
as a place to go to hone your RvR skills without needed to worry about being
killed by much higher level characters. You do not have to go to this
Battleground - if you wish you may still participate in the standard RvR raids
and defenses.
To get to the battlefield, go to your standard Medallion merchant and purchase
the medallion that goes to the battlefield. Please note that only people who are
30th - 35th level can teleport, and only those who are realm level 0 to 9 can
teleport (realm rank 0 or 1).
Players who are between 30th-35th level and realm level 0-9 can quit and reenter
the battlegrounds normally. If you exceed this range, when you quit and reenter,
you'll return to your bindpoint.
The battleground has one "home" keep for each Realm, and one keep in the middle
that can be taken over. Please note that initially this keep is held by renegade
NPC guards, and will have to be conquered before it can be claimed by the first
Realm to take it over.
SPELL SYSTEM NOTES
We've uncovered some pretty large imbalances that greatly reduce the damage that
Bolt spells do in the game. So, we've made the following changes Bolt spells:
- We (greatly) increased the damage that Bolt spells do to monsters, starting at
around 40th level. This change should not effect RvR.
- Remember, it is difficult to cast a bolt on a target that is engaged in melee
combat.
- We've kept the chance for a shield to block a bolt.
General Spell Changes
- You'll notice that Epic monsters now resist damage spells more than they did
before.
- All non-area of effect single stat debuffs, double stat debuffs, and
resistance debuffs have had their casting times reduced to 2 seconds.
- We changed confusion spells back to the way they were initially implemented -
confused monsters now have a chance of aggressing on other monsters as well as
players once again. However, now they will not agress on a monster more than one
"color" higher than they (i.e. they will attack oranges, but not reds).
- The Twinkling Visions line (Mentalist Light spec) has had its range upped to
1500 like all other spec DD spell lines.
- Sorcerer, Minstrel and Mentalist charms now charm additional monster types at
higher levels. The first spell in each line charms humanoids only. The second
adds animal type monsters, the third adds insect type monsters, and the fourth
adds magical type monsters. This should alleviate some issues with finding pets
at different level ranges.
- Damage add chants (Paladin, Skald, Warden) now stack with base damage add
buffs, but only add half damage when stacked. Pet-only damage adds and shields
also stack the same way.
- The Warden has had the higher levels of endurance regen chant changed similar
to the Friar; higher levels now give a percent reduction to fatigue costs.
- Champion stat debuffs have been (much) increased in effectiveness in negating
buffs
- Added group resistance chants for the Paladin, Skald, and Bard:
Paladin Chants
25 Body Ward
44 Body Shield
26 Mind Ward
45 Mind Shield
27 Energy Ward
46 Energy Shield
28 Heat Ward
47 Heat Shield
29 Cold Ward
48 Cold Shield
30 Earth Ward
49 Earth Shield
Skald Battlesongs
25 Body Bolstering Chant
44 Body Bolstering Song
26 Spirit Bolstering Chant
45 Spirit Bolstering Song
27 Energy Diminishing Chant
46 Energy Diminishing Song
28 Heat Diminishing Chant
47 Heat Diminishing Song
29 Cold Diminishing Chant
48 Cold Diminishing Song
30 Matter Diffusing Chant
49 Matter Diffusing Song
Bard Music Spec
25 Hymn of Body Guarding
44 Hymn of Body Protection
26 Hymn of Spirit Guarding
45 Hymn of Spirit Protection
27 Hymn of Energy Guarding
46 Hymn of Energy Protection
28 Hymn of Heat Guarding
47 Hymn of Heat Protection
29 Hymn of Cold Guarding
48 Hymn of Cold Protection
30 Hymn of Earth Guarding
49 Hymn of Earth Protection
New Sorcerer/Cabalist Spells
A new dexterity debuff spell line has been added to the Matter list (base list
for Sorcerers and Cabalists):
8 Mystic Web
12 Mystic Trap
17 Mystic Net
23 Magical Web
29 Magical Trap
36 Magical Net
46 Sorcerous Web
The Sorcerer's Minor Mesh of Force line in Telekinesis has been converted to a
double debuff (Dex/Qui) and had values raised accordingly. All spec debuffs are
supposed to be double debuffs, and there was no single dex debuff in a base
line, which the other realms have. This and the previous change fixes that.
Two new spell lines have been added to the Cabalist's Spirit Animation list:
5 Mend Simulacrum Pet heal
9 Patch Simulacrum
13 Repair Simulacrum
19 Restore Simulacrum
28 Reconstruct Simulacrum
35 Reanimate Simulacrum
44 Rebuild Simulacrum
4 Improve Dexterity Pet dex buff
8 Develop Dexterity
14 Increase Dexterity
21 Enhance Dexterity
33 Amplify Dexterity
38 Augment Dexterity
48 Magnify Dexterity
Two new spell lines have been added to the Cabalist's Vivification spell list:
11 Strengthen Golem Str/Con buff
18 Invigorate Golem
29 Foritify Golem
39 Empower Golem
50 Vivify Golem
12 Hurry Golem Dex/Qui buff
19 Animate Golem
31 Quicken Golem
41 Accelerate Golem
These spell lines should significantly enhance pet survivability at higher
levels, primarily due to the extra defense from the Quickness and Constitution
bonuses.
- The higher levels of the Cabalist's Convert Spirit line have been removed, as
they were essentially identical in functionality.
GUILD BONUSES AND KEEP CLAIMING
Guild Bounty Points
Guilds now have a pool of Guild Bounty Points (GBP's) that it can spend on the
claiming and upgrading of claimed keeps. Guilds will earn one GBP per Bounty
Point each player in the guild earns.
GUILDS CLAIMING Frontier Keeps
Player guilds can now claim a frontier keep for their guild.
How to Claim Keep:
1) you must be of a guild rank that has claim permissions.
2) you must be in a full group with 7 other members of your guild.
3) your guild must have at least 500 Guild Bounty Points. (see below)
4) You must be standing next to the Keep Lord of the keep you wish to claim.
5) no other friendly guild can currently be owning it.
6) your guild must not currently own another keep.
7) after all these conditions are met, type /GC CLAIM
A message is printed to the realm that currently controls an outpost when it is
claimed or released. Only realm members of realm level 10 or higher see these
messages, or those that belong to the guild.
To retain control of your keep your guild will be charged 50 Guild Bounty Points
per hour for every upgrade level of the keep. The upgrade level is 1 by default
when the keep is claimed. When your guild runs out of bounty points, your claim
on the keep is released.
A guild can "step up" the number of GBP's they spend per hour to upgrade the
various NPC's of their Keep. The guildmaster (or anyone of a realm rank that has
Upgrade permissions) can use the /GC UPGRADE command to upgrade the keep's
level. Each Keep will have an "upgrade" level from 1 to 10. Depending on the
Keep's upgrade level, the guards, archers, patrollers and keep lord have their
combat strength upgraded. An upgraded keep costs additional GBP's to support -
50 per level of upgrade. Thus, the guild will spend from 50 to 500 GBP's per
hour.
To release a claim on a keep, a guild member who is of a rank that has Release
privileges can use the /GC RELEASE command (from anywhere in the game). This
will stop the hourly charge on your Guild Bounty Points, as well as allow you to
claim a new keep.
Benefits of Owning a Keep:
- When a guild has claimed a Keep - all members of that guild and all allied
guilds will gain certain bonuses when in PVP combat.(see section on Keep
Bonuses, below)
- Each Keep has a 'difficulty' rating from 1 to 5. Those keeps in the guild's
home frontier close to the home zones are the lowest difficulty (1). Those keeps
deep within enemy territory are the highest difficulty (5). The low difficulty
keeps will give very few bonuses. The high difficulty keeps will give the most
bonuses.
- The guild earns (1000 * Keep Difficulty) GRP's per hour that they hold the
keep
- When a guild owns a keep - all guards who spawn in that keep will spawn with
the guild's emblem on their cloaks and the tagged with the guild's name.
- A banner will be placed on the keep with the guild's emblem.
Keep Bonuses:
We've added bonuses to PvP combat directly relating to the ownership of the
various Frontier Keeps. All of these bonuses, as well as bonuses for the Relics,
can be viewed by clicking the Bonuses button on your character sheet (this used
to be the Resists page).
These bonuses only affect PVP melee damage, PVP spell damage, realm point
accrual and bounty point accrual. They are:
- +1% per enemy Keep conquered by your realm in an enemy realm
- +2%xDIFF if your guild is currently holding a keep (DIFF is the outpost
difficulty level 1 to 5)
- +3%xDIFF if you are defending a keep that your guild alliance is holding
For example, if your realm has conquered 5 outposts in other realms, you'll
always receive a +5% bonus no matter where you are. If in addition you are in a
guild holding a difficulty 3 keep just across the border, you'll get an
additional +6% (total of +11%) bonus no matter where you are. If in addition you
are fighting in the name region of your held keep you'll get an additional +9%
(total of +20%).
Listing of Keep Difficulty Levels:
Note that each keep's difficulty is relative to each Realm. Here is a listing of
the keeps and their difficulties.
Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5, Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam: Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4, Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2, Midgard=2, Hibernia=2
Midgard Keeps:
Fensalir Faste: Midgard=1, Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste: Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2
Hibernia Keeps:
Dun Scathaig: Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1, Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2, Albion=2, Midgard=2
RELIC BONUSES
We've increased the bonuses for holding each relic to +10% per relic. Your own
Realm's Relics are not longer countted when figuring the bonuses. Thus, if you
have both your Relics, and all four enemy Realm Relics, you will have a 20%
bonus for both PVE and PVP damages for melee and spells. Note that you are still
incented to hold your own relic since you can't claim another relic unless you
have your own. For instance if you have your own strength relic and one other
strength relic, you'll get +10% to all melee damages. In the worst case, if all
your relics are taken, you'll receive no bonuses (and no penalties). Please note
that you can now view this bonus information using the new "bonuses" button on
your character sheet.
REALM BONUS FEEDBACK
We've buffed out the feedback given to players for RvR events:
- The "resists" button on the character sheet has been changed to "bonuses". The
Bonuses window now shows all your resistances and will also show all of the
above relic and outpost bonuses when you click on it.
- When your guild claims a keep, all members of the guild will get a message.
- When your guild loses a claimed keep, all members of the guild will get a
message.
- When your realm conquers a keep, all members of the realm with at least one
realm rank will get a message.
- When your realm loses or gains a relic, all members of the realm will get a
message telling them of the change.
WORLD NOTES
The weapon rewards given out for the level 40 guild track quests in Hibernia
were overvalued, making them incredibly expensive to repair. Players may now
exchange these weapons for the same weapon with the correct value one time only.
Players should speak with the following based on their path:
Morna - Path of Focus: Hero, Ranger, Warden, Eldritch
Odhran - Path of Essence: Champion, Bard, Enchanter, Nightshade
Nairna - Path of Harmony: Blademaster, Druid, Mentalist
All three can be found in the courtyard at the entrance to the palace in Tir na
Nog.
Midgard Quests:
Quest - Klippa's Claw: The journal entry for step 2 is now correct. Players
should kill Klippa on step two, not Riv.
Albion Quests:
Quest: Save the Spirits: Players who received the item "reward" can now return
to Aserod, hand him this item and receive the proper reward.
Quest: Abolishment of Sacrifice: Lady Nimue has been move slightly towards the
shore. She should no longer be swimming in the water and out of sight.
Hibernia Quests:
Quest: Seek the Moonstone: The level 15 and 20 encounters have been tweaked
slightly to make them a bit more balanced for the target level.
Albion Encounter:Lyonesse
Power from a pagan god has been bestowed upon Cailleach Uragaig. She now
commands the Torch of Light and will use it to protect her sisterhood. Be
warned! This Torch of Light is rumored to rain fire from the heavens!
Midgard Dungeon: Nisse's Lair
Some slight changes have been made to Nisse's Lair. Adventurers should find it
less deadly to travel deeper into the dungeon with the addition of clear spots,
relatively free of monsters, and the reduction of BAF in some areas.
Monster Encounters
Hibernia: Sheeroe Hills: It is rumored that Maldahar has manifested new dark
powers. War parties returning from the Sheeroe Hills claim to have heard
Maldahar's voice in their head saying that he will steal their life.
Midgard: Malmohus: It appears that a strange variety of tree spider that was
nesting near Yar's home have grown. The spiders appear to only get agitated when
adventurers get close to Yar himself.
Albion: Dartmoor: Moran's guards have been spotted climbing the hill to his
east. The guards have been making markings in the cliff wall where Moran has
managed to heave boulders. Apparently Moran has been boasting that he could
throw a human over the hill there.
TREASURE NOTES
-Tepok's Mine (Albion) fully itemized, Item levels 20-35
-Koalinth Lair (Hibernia) fully itemized, Item levels 17-28
-Varluvheim (Midgard) fully itemized, Item levels 34-39
-Nissies Lair(Midgard) got a tweak and should now drop less common loot and more
coin.