There are a few things in this set of patch
notes that are not in the old set - a different buff ceiling,
and we scaled back the death penalty from levels 30-39. Check
it out! Read closely!
Dark Age of Camelot
Version 1.45 Release Notes
February 7, 2002
Dark Age of Camelot Version 1.45 introduces three new "Epic"
zones into the game, plus a load of bug fixes, itemized zones,
objects, monsters and much more. This list of additions and
changes is extensive, so please read these release notes closely.
NEW MONSTER GRAPHICS AND SOUNDS
- Three Dragons (Wolf-headed, Stone, and Glimmer), with sounds.
- Demon model, with sounds
- Imp model, with sounds.
- Afanc model, with sounds.
- Baby afanc model, with sounds.
- three Rock Ogres (one new model, three new skins).
- new flying pixie model, with sounds.
- new werewolf-model skins.
- There is a new giant humanoid monster model.
- New "glow in the dark" Glimmer Knight (2 types), Glimmer Witch
(2 types), and Glimmer Ghoul figures have been added to the
Hibernian Epic zone.
- By public demand, the frog model finally has his own sound
- The Svartalf (dark elf) now has his own model.
- There is a new "scaly wolf" skin to go with the new Midgard
NEW THINGS AND BUG FIXES
- Stats are now "clamped" at 300 (i.e. 300 is the most that
any one stat can be buffed) as far as the underlying buff effect
is concerned. Previously, the clamp was at 250, so now you can
get an extra 50 points added to a stat when it is buffed. Please
note that this change is different from the one tested on Pendragon,
which was determined not to be as good for the game as intended.
- The experience point death penalty was too high for those
players in the mid to high 30's level range. We have scaled
back the number of experience points you lose on death in those
- In response to player demand, you can now turn spell effects
off if you wish to increase your frame rate in situations where
there are lots of spells being cast. You can now toggle spell
effects to all/none/self only with the /EFFECTS NONE, /EFFECTS
ALL, /EFFECTS SELF toggles. With /effects self turned on, you
see your own spell effects, but not those of other casters.
- The Detect Hidden ability was changed to increase the range
at which Nightshades, Shadowblades, and Infiltrators (the only
classes that receive Detect Hidden) can detect other hidden
- In our buff system overhaul of last version, we introduced
a bug that we must take steps to fix. The effect of Quickness
buffs increased overall player damage per second far more than
same-level strength and dexterity buffs (thus removing the need
to have strength and dexterity buffs in some cases). So, we've
reduced the effectiveness of quickness buffs by 10-15% (depending
on the level of the spell). This change will affect all melee
and archer characters who have Quickness buffs cast on them.
You will notice that you attack a little slower now than you
used to when your Quickness is buffed.
- We found that Combat Haste buffs are far too effective - they
lower player's attack timers down to 1.5 seconds or less, in
some cases. Their effectiveness has been reduced, and it now
abides by the overall 1.5 second attack timer clamp. This change
affects melee character who had Combat Haste buffs cast on them
(although not archers, who were not affected by Combat Haste
buffs). Please note that we have lessened the effect this change
has on Friars by bumping up the effectiveness of their self-haste
buff to compensate.
- Fixed the spell information (shift - I) function such that
"damage type" only appears for spells that actually do damage.
- Monster corpses will no longer spin to face the killer.
- The /WHERE command (to make a guard point towards an
NPC) should now be more reliable.
- When you target yourself, you'll always be yellow.
- The appeal window will no longer disappear when moving (you
can now appeal while falling for instance).
- The Performance Meter (SHIFT-P) has been fixed - previously
it did not update correctly. Now you can see network latency
(lag), dropped packets, and frame rate performance.
- You should no longer see a dead player perform his death animation
long after he died. This happened when you came within download
(visible) range of him while he was dead.
- Realm titles have been added to other player's names in RVR
warfare. For instance, instead of seeing a "Briton Defender"
you'll see a "Briton Dragonknight" if the other player has a
- When zoning, if your client crashed, you would re-enter at
your bindpoint (a free teleport). This has been fixed.
- The /FRIENDS command should now show your full friends list
- Players whose framerates would drop below 5 fps would run
more slowly (and fail to catch up with the rest of their group).
This has been fixed.
- Dead people can no longer see stealthed enemies.
- On a ladder (or when climbing), when you hit the ground, you
will now automatically detach from the ladder (or wall).
- You now should go to the correct "safe spot" in the cities
when you fall through the city or type /STUCK.
- New sounds now play when you change inventory items.
- You should now be able to get information (shift-I) on an
item that is in a player trade window (i.e. when you are selling
or trading items with other players).
- Scouting monsters now have the Detect Hidden ability. If you
are higher level than they, then you still have a good chance
of staying hidden, but beware of scouting monsters that are
higher level than you.
- You can no longer "lock up" NPC archers who are defending
keeps. Previously, some players were exploiting a bug where
when you had an archer with 0 max velocity, you could engage
him from a distance then back out of his arrow range where he
could not be attacked. The NPC archer would remain "locked up"
and would not attack anyone else. This has been fixed - the
NPC archer will now pick a different target within range if
he can't reach his original target.
- Fixed a collision problem where people could warp through
doors and walls.
- You can now click on open doors to select them.
- fixed upgrading of doors to level 9 and 10 for free. You now
have to have the requisite number of materials to upgrade to
- The minimum attack timer has been reduced, so you should see
quickness buffs have more positive effect on your attack timer
than they used to - i.e. you should now see yourself attacking
more quickly. Previously, it was too easy to hit the minimum
attack timer when quickness was buffed, this reducing the effectiveness
of these buffs.
- You now have to use a "use item" key when using a charged
item's special magical ability. In order to use these charged
items, you must have first dragged the magical item's icon to
your quick bar. Then, to fire it, press the use item key, and
then within 1 second, press the quick bar number of the item.
Please note that there is currently no way to use the mouse
to use these items.
- Troll males had one hair combination that referenced a bad
art file that resulted in their "hair" not having a texture.
This has been fixed.
- We slightly increased the damage of some of the non-backstab
styles in the Assassin's critical strikes combat style line.
SPELL SYSTEM NOTES
- We've made a change in the way that specialization affects
Self Armor Factor buffs for robed casters. Now, robed casters
are no longer affected by specialization (casters who specced
outside their shield line's skill were taking a significant
defense hit). However, Armor Factor Buffs for concentration
casters remain affected by specialization.
- Damage clamp of spell damages raised to be comparable with
damage clamps from melee attacks. These should only come into
play when you smack low level targets (grays). Now caster max
damage against low level players and monsters should be about
the same as melee max damage.
- Low level monsters could previously interrupt much higher
level spell casters and archers. This has been fixed.
- You should no longer get the "You cannot cast while moving!"
print when you stand and try to immediately cast.
- Wizards, Theurgists, Spiritmasters, and Runemasters will now
be awarded all specialization spell lists when they change class
(before you had to specialize to level 5 in your base skills
to get your specialization lists). Existing characters will
get their new lists after the first time they train in their
base skills (at any level).
- Please note that many spell graphics have changed since the
last version. We are currently revamping the way spell graphics
are assigned to spells. The graphics will be in flux for a short
time before we complete the change. Pay special attention to
your spells and be sure you are familiar with their new visual
- We've added the chance for "robe" caster spells to do additional
critical damage. Specifically, the classes whose direct damage
(bolt, AE, regular DD) spells will have the chance to do extra
critical damage are: Wizard, Theurgist, Cabalist, Sorcerer,
Runemaster, Spiritmaster, Eldritch, Mentalist, and Enchanter.
Buff Spell Changes
- The Constitution buff in Midgard has been moved from the Healer
Augmentation specialization track to the Seer basic abilities
(meaning now Shaman and Healers will both get the base Con buff).
We made this change to bring Healer/Shaman in line with healing/buffing
classes in other realms that have con buffs as a base class
abilities. The levels awarded are:
3 Augment Health
9 Increase Health
14 Enhance Health
20 Strengthen Health
29 Exaggerate Health
38 Intensify Health
47 Amplify Health
- Mage "acuity" buffs are now in the game, in the primary buffing
track in each realm. This buff enhances the primary stat of
the realm's "robe" casters, which directly raises the damage
output of direct damage spells. Classes helped by this buff:
Wizard, Cabalist, Theurgist, Sorcerer, Runemaster, Spiritmaster,
Mentalist, Eldritch, and Enchanter.
Cleric Enhancement Spec
11 Acuity of the Seer
22 Acuity of the Prophet
31 Acuity of the Sage
42 Acuity of the Magi
Shaman Augmentation Spec
12 Sight of the Deep
22 Wisdom of the Deep
31 Sagacity of the Deep
42 Vision of the Deep
Druid Nurture Spec
11 Nature's Sight
22 Nature's Wisdom
31 Nature's Sagacity
42 Nature's Vision
New Area Effect Spells
- Several new area effect damage lines were added to the Wizard,
Runemaster, and Eldritch. The problem that is addressed by this
fix was that in most cases, robe-casters had only one line which
contained area effect damage spells. Because area effect damage
spells are by far the most popular and effective RvR spell to
use, most players were specializing only in those lines that
contained area effect damage spells, because they wanted to
be sure that they had these spells when they raised to a high
enough level to RvR. This led to many under utilized spell specializations,
and worse, players that did specialize in those lines that did
not contain area effect spells sometimes found themselves in
a situation where they wanted to contribute area effect damage
to RvR, but could not, because they simply did not specialize
So, now more spell lines contain area effect damage spells,
but be aware that the specializations that received these spells
previously (such as the Fire Specialization for the Albion Wizard)
do more damage than the new spells. All of these new AOE damage
spells cost more power to cast and do less damage than the primary
AOE spells (the ones that were in the game previous to this
update). So, a Wizard who is specc'ed in Fire will still do
more area effect damage (more spells cast, more damage per spell)
than a Wizard who is specialized in Earth; however, the Earth-specc'ed
wizard can now contribute area effect damage against enemy players
and monsters, albeit at a lower rate.
The new AOE spells:
Calefaction (Earth spec list)
8 Molten Earth
11 Lava Field
15 Expanse of Magma
20 Molten Puddle
28 Molten Pool
36 Molten Lake
47 Molten Ocean
Liquifaction (Ice spec list)
8 Simmering Cloud
14 Broiling Cloud
22 Sweltering Cloud
29 Burning Cloud
36 Torrid Cloud
46 Boiling Cloud
Runes of Darkness (Darkness spec list)
9 Raven Drove
14 Raven Flock
19 Raven Horde
25 Raven Throng
32 Raven Host
40 Raven Cloud
50 Raven Legion
Runes of Suppression (Suppression spec list)
7 Field of Suppression
14 Field of Slackening
20 Field of Entrapping
27 Field of Snaring
36 Field of Tangling
46 Field of Mazing
Vacuumancy (Mana spec list)
10 Lesser Kinetic Dispersal
14 Kinetic Dispersal
19 Lesser Kinetic Dampening
25 Kinetic Dampening
34 Lesser Kinetic Siphon
44 Kinetic Siphon
In order to make the resistance system more streamlined, we've
consolidated the various damage types and resistances inside
of the game to six basic groups:
Heat - Fire and Light
Cold - Void and Dark
Matter - Earth and Matter
Spirit - Spirit, Mind, and Wind
Energy - Electricity and Mana
Body - Body, Poison and Disease
For now, this change will have little effect on your character.
When you use the /resist command, you will now see these resistances
printed instead of the old ones - also, when you get information
about an item (shift-I), you'll see the item's resistance buffs
printed in this new format as well. Please note that in the
near future we will be adding resistance buffs and debuffs that
will adhere to this new system.
Pet System Changes
The pets summoned by the Cabalist, Enchanter, and Spiritmaster
have been revised to fix some bugs and improve functionality.
Each Cabalist pet has different effects that trigger in combat,
Enchanter pets can now cast various spells, and Spiritmaster
pet effects are cumulative - each higher level pet will have
the effects of all the lower level ones.
Please note that we are aware that some of the pet self-buffs
are sometimes redundant with buffs that the player can cast
on their pets. This is a known issue and it is on our list to
- You'll no longer see your pet self-buffing in combat instead
The new Pets and their effects:
Amber Simulacrum - Has a self shield to improve defense, and
extra hitpoints. A basic tank, plus has a chance to stun its
Ruby Simulacrum - Has a self damage-add spell that improves
melee damage, but has lower defense and hitpoints.
Sapphire Simulacrum - Has a lifetap proc that improves survivability
Emerald Simulacrum - Has a chance of proccing either a poison
dot or disease effect.
Jade Simulacrum - Has a self damage shield buff to do damage
Spiritmaster (special abilities are cumulative)
- Spiritmaster summoned creatures can now be female.
Spirit fighter - no special abilities.
Spirit soldier - adds chance to proc a stun effect.
Spirit swordsman - adds chance to proc cold damage
Spirit warrior - adds chance to proc lifedrain
Spirit champion - adds chance to proc self bladeturn
Underhill friend - basic tank, no special abilities
Underhill companion - caster, low offense and hp, has a direct
Underhill ally - low offense and hp healer, casts a regen buff
and will heal seriously injured group mates
Underhill compatriot - tank with enhanced defense, casts a self
Underhill zealot - advanced caster, has a chance of casting
two different types of direct damage, and has a self dmg shield
We are making several archer changes in this version. In short,
archers are too powerful in RvR combat, but feel they don't
have enough to offer in group-based monster hunting. We have
spent a lot of time testing this in-house over the last week,
as well as analyzing player and tester feedback, and have come
to the conclusion that archers can kill higher-level players
far more easily than we ever intended. Currently, low-40's archers
can two-shot kill 50th level mages (who are red or purple to
the archer), which is far too powerful. The testing also found
that archers were not as effective fighting monsters in groups
as we designed the classes. This version takes steps to correct
both these problems.
- Archers no longer receive a to-hit bonus against sitting opponents.
Low level archers could previously crit shot much higher level
sitting targets - ones they normally could not hit at all if
the target was standing.
- We've lessened the damage that Critical Shots do against higher-level
player targets. Against same-level or lower enemy players, your
critical shots will do exactly the same damage they always have.
However, against higher-level enemy players, your damage will
be less, depending on how much higher the player is than you.
Please note that this change does not affect critical shot damage
versus monsters at all - the change only effects RvR combat.
- Arrows do exactly the same amount of damage in combat versus
monsters as they always have, but they now accumulate less "aggro".
This means that you can use your critical shot or normal shot
in combat with monsters and the monster will be less likely
to aggro on you, and will be easier to pull off you if you it
does aggro. We made this change because of archer complains
(and subsequent testing) showed that archers indeed did so much
damage to monsters that they automatically had the monster attack
them exclusively for the entire encounter - an encounter which
the archer would rarely survive. Now it will be much easier
for them to do critical shot/normal bow damage against that
same monster with much less chance of the monster focusing exclusively
3 New Zones added:
Three new "Epic" zones make their debut in this patch: one in
each realm's home region. These zones are full of high level
content intended for large groups of players 35 - 50th level.
The encounters in these zones are fully itemized with appropriate
treasure. The zones are laid out differently from most of our
other outdoor areas, they are designed to more tightly constrict
player movement, funneling groups (to some extent) through more
targeted encounters that have to be bypassed or defeated before
they can move on. Each of the zones has as its ultimate encounter
a fearsome creature of monstrous power, let those who wander
these zones take plenty of friends!
Please note that many of the monster models that appear in the
new zones are placeholders and will be replaced with new ones
over the course of this week.
Albion Zone: Dartmoor
In the times of Uther Pendragon, Articus, son of a Roman dignitary
left his homeland to get away from the politics of Rome. He
and his family settled in an area in the Cornwall region known
as Dartmoor, a beautiful moorland with wooded valleys and windswept
Tors. They had built a castle and established a respectable
holding in the rugged area. About ten years had passed and still
little was known about Lord Articus and his family, since they
often preferred to keep to themselves. Duke Marcus of Cornwall
dispatched a messenger to his quiet neighbor with invitations
for them to attend an upcoming celebration. When the messenger
never returned, a second messenger was sent. The second one,
like the first, was never seen again. Whether out of concern
or suspicion, Duke Marcus sent his son along with a contingent
of knights to both investigate the disappearance of the messengers
and the welfare of Lord Articus. Two weeks later, Duke Marcus'
son returned alone. He was badly injured and his armor singed.
He never told his father or anyone else what he saw. Some say
it was fear. Others claim that it was his pride. The only thing
he did convey was that Lord Articus, his family, and his servants
were all dead. Until recently, people of Briton were warned
away from Dartmoor. However, the people have grown restless
and hunger for adventure. Their memories fade, and most have
forgotten the warnings.
Last month, Sir Arward and 30 of his best fighters ventured
deep in to the depths of Dartmoor. Two days ago, Sir Arward’s
scribe’s journal, slightly singed and stained with blood fell
out of the sky and landed in front of the guards at Prydwen
A summary of the journal explains a bit of what the party discovered.
At first, all they found were wild ponies, small but tough little
beasts. The group, thinking that they’ve been afraid to venture
to the area because of a bunch of wild ponies, relaxed their
guard considerably. Sir Arward ordered one of his scouts to
climb a nearby granite tor so that he might see further in to
the distance. However, as soon as the scout approached the giant
granite mass, it turned and faced them. It was a giant, made
entirely from granite, carrying a giant shepherd’s staff. The
poor scout never had a chance. The armored fighters engaged
the massive creature and managed to defeat it. Their need for
caution had been restored.
As they moved deeper into Dartmoor, it became immediately obvious
that the giant they fought was neither unique nor alone. What
had previously been mistaken for giant rocks seemed to come
alive with movement. Trying to avoid the behemoths (though some
fights were unavoidable), the group found themselves in a giant
granite quarry surrounded by a group of ogre-like creatures.
Surprisingly, they didn’t attack the party. In a limited, barbaric
grasp of the Briton language, the ogres claimed to be the Stonecrush
Clan. They mined and ate granite, which angered the granite
giants to no end. It was obvious that there had been some hostilities
between the giants and the ogres, and the Stonecrush Clan considered
Sir Arward’s group as friends since they had fought and killed
The journal contained little more information. The next page
seemed to have been partially burned. Only one large word near
the bottom could be read: Golestandt.
Midgard Zone: Malmohus
Hunters have reported that the Svartalfar have been extremely
active in the Skona Ravine area. It seems they have been sending
masses of their best scouts and infiltrators in to the woodland
south of Skona Ridge, a little-known and less-explored region
known as Malmohus. The werewolves of Skona, however, seem to
be afraid of the area - they avoid it almost as if they believed
Malmohus to be cursed.
A large group of hunters was sent to follow the Svartalfar into
Malmohus, for it was obvious they were up to something. The
hunters temporarily lost the Svartalfar trail when they stumbled
across some odd looking creatures. They looked like wolves,
but had scales and a lizard’s tail. The hunters called them
scaled vargs, and found out happily that their beast charms
worked on the creatures.
They renewed their tracking of the Svartalfar and were fortunate
enough to find a single Svartalf scout, who they restrained
and interrogated. The svartalf was young and was almost happy
to give the hunters the information they desired, so long as
his life would be spared. The svartalf explained that these
lands were the home of Gjalpinulva, a daughter of great beast
Fenris Wolf, and some huge unknown creature. The scout said
that Gjalpinulva, herself a gigantic abomination, in her loneliness,
created creatures that would be loyal to her and serve her:
intelligent scaled wolves that walk on two legs. The Svartalfar,
the scount claimed, came to Malmohus to investigate the Gjalpinulva
and her brood and possibly destroy them. The Svartalvear needed
to gather more information about the huge creatures before contemplating
any action against Malmohus.
The hunters let the young svartalf go, anxious to return to
Jordheim and report their findings. The great beast Gjalpinulva
and her minions have not yet been sighted. Their appearance
and power remain a mystery, although it is assumed that she
is gigantic and immensely powerful.
Hibernian Zone: Sheeroe Hills
In a routine scouting pass through the outskirts of the Bog
of Cullen, a small group of seasoned rangers found that the
landscaped had changed along the bog’s northern edge. A pass,
which had not been there previously, appeared from under a thick
layer of mists. The rangers, dubious of the nature of the pass,
scouted it cautiously. Before they ventured too far, small spirits
that seemed to "glimmer" with an unusual light confronted them
with aggressive intentions. Suspecting it to be a siabra trick,
the rangers quickly dispatched the odd creatures. Not too long
after their first encounter larger spirit-type creatures, sharing
the same type of “glimmer” as the previous spirits, also attacked
the group. These were obviously more powerful than the small
spirits that were encountered previously, almost too powerful.
The behavior of these spiritual beings was very unlike the siabra,
and this new experience was more than the rangers wanted to
handle without more information about what they were facing.
The rangers returned with their findings and decided to consult
others. They found themselves reciting their story to many,
but no one seemed to have any more information on these glimmers,
as they came to be known. That was, until they found themselves
in the company of the ancient elven sage, Tyldifyl. "Like the
kingdoms of man," he began, "the Otherworld is also divided
into regions, each often having its own ruler and laws. Some
of those "kingdoms" are more known than others, since some wish
to remain unseen. One such place is called the Sheeroe Hills,
ruled by Cuuldurach the Glimmer King. Cuuldurach is an ancient
and powerful being. He rules with absolute power in his realm,
in the realm of what you call the Glimmers..."
The rangers gathered more information and found that the worshippers
of the Great Azure, ancient relatives of the Firbolg who find
their faith in the unclouded sky, have sent strong expeditions
into the Sheeroe Hills. In their zealot-like reverence for their
god, they believe that the glimmers are evil, tainted creatures
of death, and because of that, they believe it is their duty
to cleanse the land of their presence. They have established
strongholds in the Sheeroe Hills and guard them closely, distrusting
anyone but one of their own to venture near.
The Dragon encounters in the new zones have been given special
AI and abilities. These abilities will be used by the dragon
at various times during combat, depending on the situation.
Among other nasty things that the dragon does during combat
(that we will not divulge) the dragon will get restless and
go on a patrol once a day throughout his territory. Players
in the zone will be given a warning via a zone-wide broadcast
that the beast is on his way. He will fly through the zone,
dive-bombing certain spots throughout the zone (clearings, monster
camps, well-traveled pathways, etc.). So if you are hunting
in one of the new zones and see a broadcast indicating the dragon
is getting restless keep a sharp eye out.
Note that when the dragon on patrol does a "swoop down" on a
player or group, he won't stick around to complete the fight
- he'll keep on his path and return to his lair after dealing
out some death from above. So, you're not going to be able to
fight him fully while he's patrolling, but you can damage him.
Other Monster Encounter Changes:
- The telamon of Lyonesse seem to be a tad less vigilant than
- Extremely nasty and intimidating creatures have been seen
around Llyn Barfog. Some even claim that the Legendary Afanc,
a demonic water creature of King Arthur's time, has returned
to tend to her young. Use extreme caution when exploring this
- The isalf forayer population has increased slightly throughout
the Midgard frontier.
- Relic Keep doors now set to Wood (material type) 10 instead
of Wood 1. This means that they never need to be upgraded, since
Relic Keeps can never be taken over by an enemy team.
- Several new monster models have been provided by our wonderful
art team. Here is a list of some of the creatures that are sporting
a new look.
Idol of Crom Cruiach
Runthal Devyn, the imposter fletching master that would not
let you join the trade order has been removed from Camelot City
by the city guard. Acey Dalston is the only fletching master
authorized to admit new members.
Item Recharger NPCs
These NPCs will recharge all chargeable items (for a price,
- Camelot City: Miran Esric, at the Palace
- Cornwall: Larel Esric, at Cornwall Station
- Kigua in Connla
- Tegau, in Tir na Nog. Tegau is located in the building across
the street from the guard building where Sentinel Teadoir and
Sentinel Kynon hang out.
- Ingirun in Jordheim
- Alrik in Gna Faste.
Quest - Criofan's Fish: Casters that finished Criofan's Fish
can turn in the leather boots to Criofan, in Connla, for a set
of cloth boots. Nightshades and Rangers can now do the quest.
Quest – The Red Daggers: Players now have a reminder in their
quest journal to turn in the scroll of seithkona to the Gythja
of Bragi. Players that do not turn it in will now automatically
have it deleted from their inventory when they complete that
section of the guild track quest. Players that have it stored
in their bank may DELETE IT!
Quest – Widower’s Hunt: Healers have been added to the list
of classes able to do this quest.
Ick and Piercer now have quests associated with them. Speak
to the Barkeeps for details.
The Mischief Maker’s Axe now procs correctly.
Quest: Amulet of the Planes
More detail regarding Borwyr's spawn time has been added to
Quest: Legione perso
Players on this quest should now be able to continue normally
when fighting Lunaris primus pilus. Pets will no longer cause
players difficulty when attempting to complete this quest.
Quest: The Captured Courier
Dunsten can now be re-spawned killing Elithralia Nodith. Dunsten
should also remain in place longer so that players can turn
their items into him.
Chargeable and other Magic Items
Some of the very high level monsters may drop charged items
on occasion. This is a new object type that has just been added
to the game. Chargeable items are regular weapons/armor/jewelry
that have magical spells associated with them. These spells
have a limited number of time that they can be used. To use
a charged item, drag the object's icon to the quick bar (please
note that the object must be equipped for this to work) and
then click on it.
There are two types of charged items. The first type is non-rechargeable
but the item will still function as normal (i.e. without its
spell) once the charge has been expended. This means that if
you have a sword with a fire spell attached to it, once the
fire spell has been cast, you cannot cast any more spells with
the sword, but the sword itself still functions as a regular
The second type of recharged item can be used over and over
again, requiring recharging from a special NPC (currently called
a spellcrafter, but this name will change shortly). The NPC
will charge a fee based on the item type you trying to recharge.
See the world notes for a list of Spellcrafter locations.
This version also includes a ton of additional weapons with
particle effects, and some new spell effects on items.
Many zones have been totally itemized or tweaked:
Note: Albion being the oldest realm, had more rare items to
begin with. You will notice many of those rare objects have
been modified so they now drop with updated magic bonuses. Existing
items will not be affected.
- Cursed Forest (Hibernia) - is now itemized
- Raumarik (Midgard) - is now itemized.
- Salisbury (Albion) - added rare items and fixed non-humanoid
- Black Mountains South (Albion) - fixed non-humanoid drops
- Black Mountains North (Albion) - added rare items and fixed
- Camp Forest (Albion) - added Rare items and fixed non-humanoid
- Avalon Marsh (Albion) - added Rare items and fixed non-humanoid
- Llyn Barfog (Albion) - itemized the remaining new camps and
added rare items to old camps.
- Lyonesse (Albion), item levels 30-50 (existing zone)
- Dartmoor (Albion), item levels 35-50 (new epic zone)
- Malmohus (Midgard), item levels 35-50 (new epic zone)
- Sherroe Hills (Hibernia), item levels 35-50 (new epic zone)
- Cornwall (Albion)
- Skona Ravine (Midgard)
- Silvermine Mts. (Hibernia)
- Cliffs of Moher (Hibernia)
- Shannon Estuary (Hibernia) - added rare drops
- Myrkwood Forest (Hibernia) - added rare drops
- Svaeland West (Midgard) - added rare drops
- Lough Gur (Hibernia) - added rare drops
Please note that Raumarik, Cursed Forest, and parts of Llyn
Barfog have treasure that drops less often than other zones,
but the items that are dropped are far more valuable.
We also went back through a couple of zones that were rare item
drops, and made changes where appropriate. You'll now find that
these zones have much more to offer:
- Muspelheim (Midgard), item levels 20-32
- Valley of Bri Leith (Hibernia), item levels 15-40
Other Object notes
- The Shadowed Vest should now be dyeable with leather dye (was
- Gloves of the Spined Backpiercer should now be dyeable.
- Yellow Silken Robes can now be dyed.
- Hammer of Smiting should be sellable now.
- Band of Woven Gold (enc quest reward) had the +cha bonus changed
to +dex instead.
- Supple Serpent-Hide Vest should now be correctly displaying
information (one of the fields had resistance chosen but no
actual value put in, so it was displaying "0%")
- Fixed a typo in the name of the Eagle Eye Talon.
- Changed the Gossamer Seolc Cap of Mentalism to correctly buff
- Changed the article associated with the Kraggon Cloak to "a",
and also changed the armor class to none so that it doesn't
try to display an armor factor when information about it is
- Changed the armor class to none on the Morbid Mantle (see
Kraggon Cloak above)
- The Spectral Shroud (Hibernia) should now be dyable.
- The Shadowhands Cloak shouldn't display Armor Factor anymore.
- The following should now display con/dur/qua etc. : Glowing
Ball of Mud, Gyrg's Cloak, Silver Chain, Belt of Animation,
and Boneclaw Ring of Morra.
TRADESKILL SYSTEM NOTES
- Fixed a bug when using /salvage on Reinforced armor. It will
now give you the correct type of strips, not leather squares.
- Stiletto hilt and blade recipe icons now show the correct
- Trinket recipes no longer should have ?'s as their icons.
- Changed the icon for the trinket recipes to be a bit more
uniform across the board. The trinkets for the lower half of
the skill range will be a white gem icon, with the trinkets
for the upper half will be the black gem icon.
- Fixed Midgard cloak recipes so that there should be a cloak
recipe a separate hooded cloak recipe.
- You should be able to buy the correct tanned torsion cables
now instead of the incorrect linen torsion cables
- Icons for Midgard stave recipes show an actual staff icon
now instead of a shield