Dark Age of Camelot
Open Letter From the
December 7, 2001
Our two-month anniversary is
coming up and I thought it appropriate to say a few (okay, more than a few)
words about our game to the players that help make Dark Age of Camelot the
unique world that it is today. First, on behalf of Mythic I want to thank
all the people who have purchased and are playing our game. You are part
of the most successful launch of an MMORPG in the United States to date.
We continue to set new records for sales and expanding subscriber count with
each day that goes by. We thank you for interest, your support and we
hope, for your continued enjoyment of our world. Second, as great as our
launch was, no amalgam of software as complex as DAoC is ever perfect.
While it would be easy for us to relax now and enjoy the fruits of our labor;
that is not what Mythic is all about. I have written about our commitment
to our players at length over the years and that commitment will continue to be
shown by the amount of effort, time and money that will be spent by Mythic to
honor that commitment.
So, without further ado let's get
to the heart of the matter, what is coming down the road in the next
First, Mythic is the process of
hiring additional personnel to continue to help achieve our goal of being the
best MMORPG in the industry. From artists to customer service, Mythic will
continue to reinvest in DAoC and its future. Nothing comes cheaply,
certainly not success and that is what we want DAoC to continue to be, the most
successful MMORPG ever created by an independent developer. However, that
is not good enough for us. We want to be the best MMORPG created anywhere
by anyone at anytime. To do this takes time and money and we are willing
to spend it.
Second, we will be continuing to
squash bugs and game imbalances wherever and whenever we find them. Our #1
priority is a bug-free game. New content is good but we would rather take
a little longer (if necessary) to get in new stuff rather than gloss over what
is left behind. Both the world developers and the programmers are working
diligently in improving this most challenging hurdle in developing and operating
an MMORPG. For the purpose of brevity (our new content list at the end of this
letter is quite long enough) I am not listing these items here. However, better
balancing (including enhancements) the Realms and the classes are obviously
Third, even with our focus on
bugs and balance issues, we will also be putting in a ton of new content over
the next thirty days. Please keep in mind that these are things that as of
this writing we expect to have in but things can always change in this type of
world. However, we are pretty confident that everything contained herein
will make it in before three-month anniversary of the game. Also, this is
not a full list but just the big things we have planned. So, here we
1) Climbing and ladders will be added to the
2) You will be able to see arrows and ammo being
shot by other players.
3) Shapeshifting will be added.
4) Bounty points (for Realm vs. Realm combat) will
be added to the game. As part of this we will also add a Realm Store where
you can redeem your points. We will also convert each character so that
Bounty Points are added retroactively to your character based on the Realm
Points you have accumulated so far.
5) A new class of weapon effects will be added to
the game for things like flaming swords.
6) Battlegroups will be added to the
7) We will look at improving the animations for
both water and lava.
8) New weapon animations for skills will be
9) More unique NPCs will be added to the
game. What we mean by unique is NPCs that require their own special
animations/attacks. These are not NPCs whose type exist already in the
game (to which we just add new skins) but whole new types of NPCs.
10) More skins for NPCs (as separate from
11) Ongoing Realm by Realm, Zone by Zone analysis
of all parts of the Realms.
12) Hibernia will get special attention in order to
correct what people perceive it being the "poor stepchild" of the game. In
particular all aspects of the development team will be turning their attention
to that Realm (classes, spells, NPCs, dungeons) to improve it and the player's
perception of the Realm.
13) Increased itemization of certain dungeons and
14) Addition of Epic Quests to 40th level across
15) Addition of some Epic Quests up to 50th
16) Addition of more non-Epic Quests.
So, that's the list. In January we will be
turning our attention to housing, server types and horses as well as lots and
lots of other stuff. We have also recently made a decision based on the
current workload to plan for our first expansion pack a little later than we had
originally considered. We are doing this so we can continue to show our
commitment to our current players in delivering a ton of new content as part of
the subscription service. Rushing an expansion pack out there could have
endangered that effort and thus, we are delaying it by a couple of months.
As tempting as it is to get another SKU out, doing so would not be the right
decision for Mythic or for the players.
Once again I want to thank you, our players, for
your continued support and patronage. We will continue to work hard to
Dark Age of Camelot
Version 1.37c Release
December 4, 2001
Now, when a player character crafts an item, their
name will be attached to that item. If someone delves the item the crafter's
name will be displayed as part of the item information.
REALM VS. REALM FIXES AND ADDITIONS
Here is a short description of Realm points,
levels, and titles. There are 100 total realm levels, which are sub-divided into
11 ranks, each of which has a title and potentially a gift associated with it.
When you gain your first Realm point (by engaging in RvR combat), you will be
promoted to Rank 1, level 1. As you continue to fight in RvR, your next level
will be Rank 1, level 2, and so forth. When you gain Rank 1, level 9, your next
level gain will promote you to Rank 2, level 1. At Rank 2, you will gain a Realm
Rank and a new title. You will gain these new titles and ranks at levels 10, 20,
30, 40, 50, 60 70, 80, 90, and 100. So, you must be 10th Realm Level (Rank 2)
before you will see your Realm Title change.
Starting with this version, when you gain a Realm
Rank, you will gain a 1 point bonus to each of your specializations per Rank.
This begins at realm rank 2. So, a player of Realm Rank 5 would have a total of
+4 (i.e. one per realm rank after the first) to all his skills. A maxed-out RvR
player would have a +10 to all skills (at realm rank 11). Please note that this
acts just as if that player has a magic object that "buffs" skills - i.e. you
will not get abilities awarded to you because of the bonuses, but for combat and
other calculations, the buff will be included in the formula. Currently,
this bonus does not display on your character sheet.
In the (near) future, we plan on having a slightly
more robust Realm Rank gifts, where you gain cash rewards for RvR combat, and at
some point after that, additional skills and abilities. We'll give you all more
information about that when the time comes.
- You can now select and destroy Relic Keep
- Siege weapons can now be repaired using the
- Magical effects such as stun and mesmerize
now "remember" if they have been cast on a player, and if cast again, the spell
will last for a shorter duration than the first instance of the spell. This will
effect combat vs. monsters as well.
- You will now come out of hiding when you
use the "/repair" command, if you are stealthed.
- Repairing a door now takes 20 seconds to go
through the entire repair cycle. Previously, it took 5 seconds, which enabled
one or two players to hold off many enemy players attacking the
- Guild Realm Points will now be tracked
properly, and won't reset randomly. You'll notice that your guild's Realm Points
will be adjusted as members log into the game
- Keep doors should now be properly
synchronized across all people's computers. Previously, some players would see
doors open, when in reality they were closed.
- When low level mage characters cast
mesmerization and stun spells on higher level-characters and monsters, the
spells used to last as long as if a high level mage cast the spell. Now, the
duration of the mez/stun will lower based on how much lower level the mage is
than the target.
NEW THINGS AND BUG FIXES
- The "Appeal" interface has been modified
and streamlined so players who wish to contact Customer Support should have an
easier time expressing their problem.
- Eight new monster skins have been added.
Expect to see some new-looking monsters wandering about Pendragon later in the
- All outdoor zones for all realms have new
pathing data, which means that pets, monsters and NPCs should now enter and move
around buildings and structures properly. This fixes problems like pets going
the "wrong" way around a building when following you, refusing to enter a
building with you, or moving in an erratic fashion near objects.
- If you are hidden, monsters are now much
less likely to target you than other group members, although they still have a
chance of "finding" you.
- Heal spells should no longer be castable on
dead player bodies.
- The "anonymous" flag no longer resets on
quitting or zoning.
- There's now a confirmation dialog on
Emblemeers and Smiths, which ask you if you are sure you want to purchase the
emblem/repair the object.
- When you are missing an ingredient when
making an object, the game will now list ALL the ingredients you are
- Most NPC dialog will now print money in
terms of units of currency, not just copper. Previously, you would see "50099
copper" - now that is translated into gold, silver, copper, etc.
- Condition and durability has been tweaked
so that generally speaking, items now last longer (i.e. have greater
durability), but need to be repaired slightly more often.
- Items with qualities below 90 will no
longer salvage for the same amount of raw materials as higher-quality
- When you get a dialog box prompting you for
resurrection, you now must acknowledge it within 15 seconds. If you don't, the
resurrection spell must be recast.
- Berserker Frenzy now grants a "to hit"
bonus and can be used every 7 minutes (used to be every 10
- You can no longer "/upgrade" non-door
objects. Due to a bug, you were able to upgrade all wooden objects (bows,
staves, etc.), even though it was not cost-effective to do so.
- Briton, Hibernian, and Midgard guards have
gotten an armor appearance upgrade. You should start seeing this later in the
- Albion plate armor has been upgraded in
Albion Quests / NPCs:
Quest: Legione perso. Players attacking Lunaris
were having difficulty in moving to the next step of this quest. This problem
has now been resolved.
Quest: Fortune of Few. Armsmen were receiving a
Embossed Crossbow reward for this level 11 quest. For those Armsmen who wish to
receive a usable item for their level, please return to Master Graent. You can
hand him the Embossed Crossbow and you will receive a Belt of Battle in
Quest: Heart of Sephucoth. Players who were also on
the Ripper quest were not able to receive the bone they required for the Heart
of Sephucoth quest. This issue has now been resolved and shortly after receiving
the bone for the Ripper quest, you should receive the bone required to complete
the Heart of Sephucoth quest.
Quest: Captured Courier. Player attempting to
complete the Dunston section of this quest in groups were having trouble.
Dunston would run away shortly after the first of the group performed the proper
steps. This has now been resolved. Dunston will wait for up to 1 minute while
all members of the group perform the required steps.
Quest: Traveler's Way -- Supply Run. Journal
entries have been changed to
reflect Sceley's smith profession.
Quest: Abolishment of Sacrifice. Players who were
stepped to step 7 and did not receive the sub-quest (Deserter Amono) can return
to their Camelot trainer to receive this quest. Players who were stepped to step
10 and did not receive the sub-quest (Point of Reason) can return to their
Camelot trainer to receive this quest. Players who were stepped to step 12 and
did not receive the sub-quest (Chains of Death) can return to their Camelot
trainer to receive this quest. Also, The Sacrificer Harish encounter has been
brought back up to its original level of difficulty.
Quest: Legend of the Lake. Players who were stepped
to step 3,4,7 or 8 and did not receive the sub-quests (Barbaric tales) or
(Wizard Lost) can return to Lady Nimue to receive one of these
Quest: Rebellion Accepted. Players who were stepped
to step 5 and did not receive the sub-quest (Path of the Renegade) can return to
Captain Rhodri to receive this quest. Players who were stepped to step 7 and did
not receive the sub-quest (Regal Nobility) can return to Captain Rhodri to
receive this quest.
Quest: Scura tragedia. Players who were stepped to
step 7 and did not receive the sub-quest (La morti parla) can return to Master
Vismer to receive this quest. Players who were stepped to step 9 and did not
receive the sub-quest (Animare il morti) can return to Master Vismer to receive
this quest. Players who were stepped to step 11 and did not receive the
sub-quest (Legione perso) can return to Master Vismer to receive this
Hibernia Quests / NPCs:
Quest: Secret of Nuada's Silver. Players on step
three of the Secret of Nuada's Silver quest that don't have the ore to hand in
to Chief Proinnsias will fail the quest and get chastised for being careless.
They'll be able to get the quest again. This is so the customer service people
don't have to continually reset quests for people who get the ore and then
destroy it or drop it.
Quest: Seek the Moonstone. An earlier fix to the
Seek the Moonstone epic allowed players who lost the enchanted collar to speak
to the hounds. This has confused players who never lost the collar, so an
alteration has been implemented that should hopefully help alleviate player
confusion. Players who have lost the collar only need to say [the moonstone] as
indicated in their journal. Players who haven't lost their collar can now give
the collar to the hound to initiate hound-speak.
Siabra reorganization. The different clans of
siabra have been differentiated. The new names are now reflected in the quests
and talk indexes.
New Quest: Freeing Osier. A new level 19 Hibernian
quest: Freeing Osier... a Connla merchant believes her beloved, lost many years
ago, is now a spectral wickerman. (Osier is no longer a one-time
New Shopkeeper. Cleit, in Tir na Nog, sells
shields. He's located just past the first pub in Tir na Nog, entering from the
Lough Derg entrance.
New Shopkeeper. Cragen, in Tir na Nog, now sells
Quest Sile's Sight: Keeper Rasa has moved away from
the empyreans who guard her, and now resides by herself in a hut near their
Quest West Wind: Nightshades now get a leather
hauberk as a reward for this quest.
Blademasters now get reinforced greaves as a reward
for this quest.
The Hauberk of Lies is going to remain reinforced.
However, nightshades can turn in their Hauberk of Lies to Bairfhionn in Tir na
Nog and receive a leather Hauberk of Deceit. Only players who've completed the
quest and have the Hauberk of Lies in their inventory will be able to get the
new quest reward. This can only be done once.
Blademasters who have received the Scale Greaves of
Might can turn in this item to Bairfhionn in Tir na Nog and recieve reinforced
Greaves of Might. Only players who've completed the quest and have the Scale
Greaves of Might in their inventory will be albe to get the new quest reward.
Players can only do this once.
Midgard Quests / NPCs:
Quest: Red Daggers. Midgard Warriors who've
completed the Red Dagger quest, or who are currently on the quest, and received
the Stormrider's Hauberk, the level 25 Thane reward, can turn in the hauberk for
the correct warrior reward, a set of War Ravager Gauntlets. Players should turn
the Thane item in to the Gythja of Bragi, in Jordheim.
Quest: Sveawolf Guardian. The Sveawolf Guardian
quest now has better directions in the quest journal. The Elder sveawolf now
gives more specific directions for dealing with the other creatures involved.
Also, the Barkeeps will now tell you which town they are referring to in their
rumors about this quest.
Quest: Krrrck's Torment. Krrrck in Krrrck's Torment
should be easier to find in Skona Ravine. The directions given out by Arnleif in
Vasudheim for Krrck's location are now included in the quest journal.have been
given more detail, and Krrrck will spawn more.
Quest: Furf's Reward
Quest: Sulphine's Demise
The directions to Furf in Skona and Sulphine in
Muspelheim have been made a little clearer. Furf will also spawn more frequently
Quest: Simple Misgivings. In Simple Misgivings,
Hilde in Haggerfel now asks for forge plans instead of blueprints to match the
object you receive from the monster.
Quest: Price of Excellence. Players on the Price of
Excellence quest should now see their talisman 'glow' when they are near the
correct monster. They should also now be able to complete the quest by killing
Quest: Wisdom of Time. Players working on the
Wisdom of Time epic (shaman, healer) who did not receive a subquest (The Rod and
the Scholars, Visions of Darkness, Decoding the Map, Gashir) should return to
Inaksha in Haggerfel to receive the quest they need.
Quest: Silent Death. Players who chose an axe as
their reward for Silent Death but were not able to receive the axe should return
to Eindridi the smith in Fort Atla. Right-click on him to receive your reward.
Players that chose a two-handed axe instead of a one-handed axe may now return
to Eindridi in Fort Atla and exchange their axe. Also, the level of the
Silent Death quest has been lowered to 22 to match the level of the monster. The
quest level was set too high, making the rewards too low.
Quest: Widower's Hunt. Widower's Hunt - Players who
were killed by the Widower and are on step 7 should return to Yver in Haggerfel
to be able to fight Widower again.
Quest: Hunting Party: Bork of Huginfell now
actually gives out money he mentions for the Hunting Party quest.
Quest: Aegan's Letter to Helen: The journal entry
for Aegan's Letter to Helen now reminds you where Helen lives.
Quest: Tric's Lost List: The directions to Gib for
Tric's Lost List given by Tric have been added to the quest journal.
Quest: Grenlock Clan: The NPC's associated with the
Grenlock Clan epic (for spiritmasters and runemasters) have undergone a slight
name change. The sons' last name is now Alfevson instead of Grenle to match
their father's last name.
Dverge Faction fix - The activities of the dverge
in Muspelheim have roused the anger of the Lost Souls, who have summoned new
spirits to combat them. These new spirits can be hunted to gain favor with the
Quest: Zrit-Zrit's Item quest: Gautr in Gotar now
correctly refers to Zrit-Zrit as a badger, not an offspring of a bear. Gautr
also gives a direction and a reference point in Skona Ravine to help find
Zrit-Zrit. Zrit-Zrit is no longer quite so shy, so players should be seeing him
Quest: Tomte Jerkin quest: The quest is now
available to all classes. A Tomte Tunic has been added for runemasters and
spiritmasters. Runemasters and Spiritmasters who have already received a Jerkin
can return to Gwaell in Audliten to exchange it for a Tomte Tunic. The tunic has
the same stats at the jerkin; the only difference is the material.
Quest Healer's Shield: Healer's Shield has been
renamed Protecting the Healer. There was some confusion with the name and the
reward. A bracer has been added for runemasters, spiritmasters, healers, and
shaman. If you cannot use the sword, return to Saydyn in Huginfell to swap out
Monster Encounter Updates:
Over the next few weeks we'll be making a concerted
effort to improve and diversify many of the monster encounters throughout the
realms. The goal of this is to make the adventuring areas feel as though they
have more impact in the world, and that there are more distinct areas with a
variety of behavior, treasure, and monster types. Included in this version are
the first steps in this direction. As you can see our first pass is in some of
the Hibernian zones, but all realms will receive attention. This set of
improvements represents just the beginning of how we plan to implement your
Hibernia Monster Encounters:
- The druid grove of Howth has done extensive
investigation of the group of dark magical beings known as the Siabra.
Disturbingly, they discovered that the Siabra reach and influence was quite
extensive. While they all hail to one great queen and are seen as one group of
beings, the closer investigation has revealed that there are regionalized
differences between the Siabra people. One of the biggest differences is in
their choice of colors to wear. The Siabra of the Lough Derg region, for
example, have been known to wear red with highlights of violet. Regardless of
the region though, violet seems to be a recurrent theme. The druids concluded
their research by giving names to each of these siabra region-groups. Those in
the Lough Derg area are the dergan siabra, those in Brileith and Mt. Collory are
the siog, in the Cliffs of Moher they are moheran, in Silvermine are the
sheevra, in the Shannon Estuary are the eriu, and in Lough Gur are the gurite.
Those who reside near their faerie queen, Cliodna, in the B
og of Cullen are still referred to by their
original siabra name.
- Siabra Fury, Enchanter, and Skirmishers in
Lough Derg are now known as dergan fury, dergan enchanter, and dergan tussler,
- Dergan enchanter now correctly uses a
thrust attack. It was previously using a crushing attack.
- Rock and stone sheeries have evolved
slightly, and as a result, look a little different than they did before. They
have also shed the cloth tunics they once wore.
- Whistlers, magical creatures that take on
the form of black horses, have recently asserted some influence over the dergan
near Macnol's tower in Lough Derg.
- Moss sheeries have migrated towards Lough
Derg and may now be found behind the dergan grove
- Druids have classified a new type of
sheerie, the clubmoss sheerie. It is slightly bigger and more magical than the
smaller moss sheeries. The clubmoss sheerie is only found in Lough Derg.
- Rock sheeries have claimed a lonely stone
circle on the east side of Lough Derg. Rounders, a more magical type of rock
sheerie has also been sighted in that location.
- More curmudgeons have migrated into the
Lough Derg area and some have taken on new roles. Investigating wardens have
noted crab-catchers, campkeepers, and even a singing curmudgeon.
- A rare species of arachnid known as the
dampwood mite has found a home in the Lough Gur area. At least four colonies of
these creatures have been discovered.
- Reports have come in of ghoulies moving
closer to Innis Carthig
- Survey groups claim to have seen gurite
(Lough Gur Siabra) tempriars on the road between Lough Gur and the Bog of
Cullen. Caution is advised for those traveling southeast.
- Stone sheeries have made their way as far
south as the stone circles in Lough Gur. Yet another type of sheerie, called the
chipstone, has been seen with these groups.
- Many Lurikeen have reported that a small
herd of faerie horses has emerged to take up resident on the island in Lough Gur
- Wayward reports have trickled in of
escorted envoys of the Unseelie Court heading from Lough Gur towards Cliodna's
tower. Many have been sent to investigate these reports, but as of yet, no one
has returned with confirmation.
- Magical black cats called scanradh (fright)
have been seen with the gurites in their southwestern camp of Lough Gur. Like
the whistlers of Lough Derg, these seem to have some power of authority over the
- A ragged messenger out of Alainn Bin inform
has informed Connla authorities that cronicorns have been sighted in the Bog of
Cullen. A sole surviving witness said the creature, leading a group of siabra,
smited down his entire party with a mere wave of its horn. The village of Alainn
Bin slips further and further from our grasp.
- Times of war can be seen by the increased
number of disturbed spirits that roam the frontier lands, fallen invaders and
defenders alike have risen from their unpleasant deaths to lash out at any who
cross their paths.
- Additional camps of luricadunes have been
spotted in the valleys of Silvermine to the west of Howth.
- The gray spectres have spread their
influence from the solitary camp in the south.
- The sheevra have occupied additional areas
on the shoreline and hills of Silvermine. Our guardian scouts report that these
new camps are more dangerous and aggressive than the siabra of before.
- Tangua, Slothi and Natyl have been spotted
more frequently at their camp in Bri Leith
- Dullahans may appear more frequently at
night in the Lough Gur area
- Cave fairies and enhornings now heal
themselves less often.
- The pooka formerly known as Spook is now
known as Shadowgnash.
- Some of the heavy-drinking cluricaun have
found abandoned homes in Connacht that they now use for their wild parties. They
have sent messengers out to their kin to join them and are waiting them to
arrive later this week.
Albion Monster Encounters
- The Arawnites in Llyn Barfog have
established a more permanent presence.
- The boggart and Gwalchmai factions in the
Pennine Mountains should now be giving a correct faction message.
- The vigilis in the Catacombs has a slightly
longer range on his bow. Additionally, it will now run after those who confront
Midgard Monster Encounters
- The hagbui appear to have been disturbed by
adventurers in the swamp and now roam their lairs even in the daylight
- Forest spiders in Vanern swamp spawn in
daytime as well as night. They have also received an appropriate poison
- Stonehenge Barrows is itemized, equipment
levels are 36-50.
- The Bracer of the Paranoid from the Muire
tomb now has the correct bonuses. All bracers will auto-update.
- The Bogeyman Crystallized Eye can now be
- Arachnid silk can now be picked up /
- The Ceremonial Cloak in the Muire Tomb
should now take dyes.
- Hrodrek's chain should now take
- The Blackorm Coif should now drop with the
proper Armor Factor.
- The Roman Body Shield was renamed to
Ancient Body Shield and now more monsters other than Roman Undead drops
- The Roman Battle Bracer was renamed as
Ancient Battle Bracer for the same reason.
- Loot tables in the Vale of Mularn and East
Svaeland were tweaked. Some rare objects were added and drop rates were
- The Orm Skullcap Shield now has the proper
icon and uses the shield skill.
- The Bear-bracer should now raise Sword
skill instead of slash.
- The Spine Splitter stats were changed to
modify Large Weaponry and Strength. The previously stat bonuses did not help any
characters that could use the weapon.
- The Crystal Shard now raises the piercing
skill instead of thrusting.
- The Twilight Blade-stopper should now
- The Wispy and Runic Orms Spines still
cannot be equipped. The bug has been found and the fix should be on the
test server this week. (We had previously stated that this bug had been
MAGIC SYSTEM NOTES
- Added an AE attack speed debuff to the
Enchanter's Bedazzling list (Field of Scintillation), to add to Hibernia's
- Added a power regen line to Holism for
Mentalist (Empowering Unity), and an AE DoT to Holism line for Mentalist (Shroud
of Madness). This is one step towards evening out Hibernian area effect spells,
and adds some extra benefit for speccing in Mana.
- Added "nearsight" line to Runemaster Runes
of Suppression list (Suppress Sight), Matter Manipulation (Cab matter spec,
Encrust Eyes) list, and Eldritch Shadow Control list (changed old dex debuff
line to Negate Coordination, and Negate Sight line is the nearsight spell).
Nearsight reduces the range at which spells can be cast and arrows fired by a
percentage. This is a "harrying" type spell that should give casters a
non-damaging counter to archers.
- Added AE DoT (Spore Cloud) to Shaman Cave
spec. to flesh