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Dark Age of Camelot

Camelot 1.56 Release Notes

Tuesday, December 3, 2002



With 1.56 comes the launching of Dark Age of Camelot: Shrouded Isles, the first expansion pack for the game. Shrouded Isles is a major upgrade for players of Camelot - it has an all-new graphics engine, an ambient music soundtrack, revamped interfaces, new lands to explore, six new classes, and three new races. With Shrouded Isles, you'll be able to find new weapons and armor, experience a newer, deadlier, monster AI, and loads of new content. As of today, if you have purchased the SI box, you'll now be able to explore the new continents and play the six new classes. For information on the new continents, races, and classes, please visit the Shrouded Isles web site at www.shroudedisles.com.



1.56 has a lot of class tweaks and balance changes, and new stuff to test. Hunters and Warriors get boosted in melee power. Healing-types now get RP for resurrecting their friends, and we've changed resurrection spells around a bit to support that. There is a new type of healing spells for each Realm's primary healers that will make keeping people alive in RvR much easier. We have also taken steps to address the problems of Assassins being able to fight in melee combat better than we intended. Read through these notes closely.



We've decided to make Hunters more effective in Melee combat. These changes will help them greatly in both PvE as well as RvR:

- All Hunter melee skills base damages have been increased "behind the scenes". The specific melee skills involved are sword and spear. Hunters will now notice that they do more damage every time they attack an opponent with these weapon types. Hunters now do more base damage than the other two Archer classes, and will not need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.

- Hunters have been given a new line of spells in their Beastcraft specialization that allows them to insta-cast a wolf pet. This can be done at any time, even in combat. These are shouts that cost 25% power and have a 2 minute recast time. Please note that if a Hunter is controlling a charmed pet, they cannot summon a wolf pet. Here's the list:

1 Hunter's Companion 80%
7 Hunter's Pet 80%
13 Hunter's Ally 80%
20 Hunter's Protector 80%
32 Hunter's Avatar 82%



In order to make the Warrior more of a melee damage-dealer, we've increased his weapon skills (again, behind the scenes, as with the Hunter) so that he will do more damage every time he hits with an Axe, Hammer, or Sword (both 1 and 2h). With this change, the Warrior now does more base damage than any other class in the game. Warriors don't need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.



Because of the great advantages Assassin classes - Nightshades, Shadowblades, and Infiltrators - now have over almost any other class in the game (poisons, stealth, devastating combat styles, good base damage, extremely high evade, etc.), we've decided to take some steps to bring them back in line with the rest of the classes in the game. We realize that these three classes are not exactly the same, but they all have a combination of abilities that make them more powerful than other classes of their level. The overall design goal of the assassin is to have them be able to defeat opponents using a combination of stealth and their "backstab" combat style chains. Now, with these changes, they'll have to use more strategy to defeat their target opponents. There's no way to sugar coat this - these steps will make Assassins less effective in direct combat.

- We've removed the Ignore Pain Realm Ability from all three Assassin classes. These classes have been granted back the realm training points they spent to get Ignore Pain. It was an oversight that Assassins were given IP at all, and we should have taken it away sooner.

- We are capping the maximum amount that any player (of any class) can evade at 50%. Assassins are the only classes that can currently go above this cap, by linking together their Evade 7 ability, plus the Realm Ability Dodger, plus stat bonuses. Assassins will be granted a Realm Ability respec for those who no longer want Dodger ability (as it is usually Dodger that pushes them above 50%). Please note that you will get the realm ability respec only if you currently have Dodger and you are a Nightshade, a Shadowblade, or an Infiltrator.



The three base healing classes (Clerics, Healers, Druids) now have a new type of healing spell that will help them in heavy battle - particularly RvR - situations. This spell type is called a "Spread Heal". These spells need no target - they search through the group applying healing power to whoever is lowest in health (As a percentage of their max, not as a straight value) until the group is full or the pool has been used. These spells should be especially useful in RvR encounters where targeting is a problem and many people can be taking damage at the same time. In normal PvE encounters or where one target specifically is taking the most damage, directed heals remain the most efficient and effective option. When everyone in the group is low, standard group heals remain the best option. Spreadheals fall somewhere in between - when some members of the group are still full or near full, and some members are falling fast, these heals will be the most efficient option.

Cleric Rejuvenation spec
30 Gift of the Host
39 Boon of the Host
48 Blessing of the Host

Healer Mend spec
30 Ancestor's Gift
39 Ancestor's Favor
48 Ancestor's Boon

Druid Regrowth spec
30 Regenerating Spirits
39 Resuscitating Spirits
48 Reviving Spirits

Battery of Life Realm Ability

Also, a new realm ability is now available to the primary healers in each realm at a 10 realm point cost, called Battery of Life, which is a different variety of spreadheal. It allows the user to create a spreadheal pool that essentially remains on him as a battery; checking every round to see if anyone needs healing and applying it when needed just like a spreadheal. If the entire battery is not used, the remaining amount remains on the caster waiting to be used. This ability should also be particularly useful in RvR - it can grant the healer the initiative to heal before everyone in his group starts taking damage. As soon as the group begins taking damage they're already being healed by the battery, and the healer can begin casting another spell which will hopefully be cast before the battery runs out. The battery and the spreadheal used together should go a long way towards allowing healers in RvR to do what they're intended to do - keep the group alive as long as they have the power left to do so. One important difference to note about the battery from spreadheal - it does not flow into the caster, only their group mates. This is not intended to be an automatic complete heal for the healer.



Due to the recent change where you now receive Realm Points for resurrecting your realm-mates in RvR battles, we've had to change some of the resurrection spells. Here's the list:

- All resurrection spells now have a 4 second cast time.

- The power costs for all resurrection spells have not been changed.

- When casting a resurrection spell, you receive a message and the spell cancels if the target is already considering a resurrection from someone else.

- Resurrection sickness now goes from 100% to 50% when doing a "full rez" on another player.

- Low level resurrection spells now give 5% RP's to the caster and high level rezzes do up to 15% of the RP's to the caster. Mid level ones are between the two.



With the class changes that come with 1.56, we're giving the following respec options to the various classes affected by the changes:

- all primary healing classes over level 30 get a single-line respec (because of spread heal).

- all primary healing classes get a realm ability respec (because of heal battery).

- Hunters get a full respec (because of new wolf pets and melee combat changes).

- all Assassin classes automatically get the points back they initially spent for Ignore Pain, and IP is stripped from their character, if they had IP to begin with.

- all Assassin classes get a realm ability respec if they have Dodger, Ignore Pain, or First Aid.

Please note that if you meet these criteria, but you already have a respec of the type listed here, you will not get an additional one - for example, if you are an Infiltrator with a Realm Respec that you haven't used, you won't get another one. But, if you are an Infiltrator who does not have a Realm Ability respec, you will be given one.



- There is a new window - the Command Window - which has two rows of buttons of commonly-used Camelot commands. You'll find things like "attack", "sit", "relic status" and so forth on this window. You can Shift-Left-Click buttons on the Command Window to make quickbar buttons out of them.

- There is a new "Options" window (displayed by clicking "options" from the character stat/information window). This dialog lets you specify in-game settings like sound/music/ambience/ambient music volumes, and name-color scheme. The Shrouded Isles client has many more options as well.

- The mini-info window (comes up when you right click on an item) is now a separate window and doesn't share a window with your target/health window.

- There are no longer "white" con color items when you are crafting. When a crafting recipe was on a skill boundary (about to change from red to orange con), it would turn white for one skill point.

- When you use a performance configuration slash command or popup command from in game, the changes are saved and should reflect in the main configuration window.

- The compass is now be on by default for new players



- We now support eight characters per realm per server.

- Healing-type classes will now receive Realm Points for resurrecting a friendly player. Please note that you will not get Realm Points for resurrecting someone if they did not "give" Realm Points when they were killed. Also please note that the number of RPs you can get from one resurrection is capped at 2x the RPs that you yourself are worth.

- Characters in the main menu will now perform an emote after being selected.

- Dying a standard PvE or Suicide fall death should no longer allow you to use the corpse summoner. PvP deaths are not affected by this change.

- Corpse summoners can no longer summon corpses while in combat.

- Any summoned pet to a ground target should now obey visibility (turrets for animists).

- You should no longer see your circular shadow below you when swimming in classic shadows. Likewise, you should no longer see your high definition shadow below you for new shadows when swimming.

- Fixed a bug where brush was sorted incorrectly versus rivers in the classic client.

- Shadows for large monsters on hills should no longer be clipped oddly in terrain zones from certain angles.

- You can no longer load the Expansion zones while running the Classic client. Previously, you could run the expansion client, teleport to an expansion zone, then run the classic client and try to enter with that same character, resulting in either a client crash or you'd end up in an empty zone. Now if you try to enter a SI zone with the classic client, you'll get an error message, and it won't let you load.

- The zone loading bar has been moved to not interfere with pretty loading screens.



There are five new emotes:

- "/ponder" - for when you just want to go "hmmmmmm".

- "/military" - a military salute.

- "/present" - to present someone with something.

- "/taunt" - a very naughty gesture when you really want to insult someone.

- "/rude" - a rude gesture.



The new sound options allow independent volume setting for each of the following:

- Sound Effects: gameplay sounds (combat sounds, spells, etc.)
- Music: basically, the MP3s (play when you enter the game, towns, combat music, etc.)
- Ambient Sound Effects: random non-music sounds (birds, wind, etc.)
- Ambient Music: self-explanatory

You should be able to set these options in the old Character Select options menu and in the new in-game options menu. Possible settings are: "Off", 1-9 (increasing volume) & "Full" (full volume).

Sound setting changes made in either the Character Select options menu or the in-game options menu should persist between play sessions.

Additional Notes:

In the Main Menu of the game, you can change the sound settings (via the Options button) but they won't take effect until you enter the game or exit and come back in. However, if you change the settings in the in-game options menu, the volume should change in real time giving an audible cue to the current sound level (if sounds or music is playing at the time).

In the original "classic" Camelot, you only have 2 sound options: Sound Effects and Music. In this case, the Ambient Effects use the Sound Effects volume value while music uses the Music volume value.



- Dexterity buffs now affect casting speed on monsters.



The following monsters have had their models changed:

- Weakened Demon
- red rager
- Vrede
- flame thrower
- Bright Flame
- fire phantom
- Spirit of Flames
- flame spout

- Dungeon: Darkness Falls: Marbo, the Sapphire Seal Merchant, will now sell a Corrupted Dismal Vest for Berserkers.

- All three dragon lairs have been extended in area (to allow better raid co-ordination)

Albion: A new horse route has been added from Snowdonia Station to Llyn Barfog.

Hibernia: A new horse route has been added from Brynach to Cursed Forest.

Midgard: A new horse route has been added from Gna Faste to West Skona.

Midgard: A new horse route has been added from West Skona to Gna Faste.

Realm v. Realm - Frontier Keeps: Corpse Summoners will no longer appear at Bledmeer Faste, Dun Crauchon and Caer Benowyc.

Treasure, General

- The Radiant Moonclipper (Albion) now salvages for the appropriate amount.



- We've added three medallions of passage to all city medallion merchants. These medallions will port you to the expansion starting zones and will only work if you have purchased the expansion. New Port Destinations: Gothwaite Harbor, Aegirhamn, Grove of Domnann



- Fixed the Skill value that the newer Albion Spellcraft gems were set to be more appropriate for what they are

- Split the new Albion weapons out to separate lists appropriately

- Changed the name of the wizened wood to wisened wood

-Added Soul Rending spec and focus gems to Albion Spellcraft: Steaming Fervor Sigil and Steaming Sigil

- Removed the Soulrending Focus gem from Albion spellcraft

- Fixed new weapon components only using 10th rank materials for Albion and Midgard

- Fixed recipes where a "null" object was created in Albion

- Fixed all of the icons for the newer weapons to use the appropriate icon for said weapons (i.e. flexible, hand to hand, and scythes)

- Fixed weapons that are leather, instead of metal, to have their DPS progress normally

- Fixed issue with Midgard Alchemy, Herbcraft, etc, not showing up properly



Dark Age of Camelot

Camelot 1.56e Release Notes

December 5, 2002



- Delve information on Animist Turret spells will now properly describe the spell.

- Turrets and pets set to aggressive will now attack targets that are green through red to the caster.

- Player Necromancer resistances from buffs and objects should now "pass through" to their pets.

- Animist spec levels now "pass through" to their bomber pets. This should affect the random damage range that the bombers do.

- If you make a macro with "%s and %t" in it, it will no longer crash the client.

- We fixed a problem with power costs for Resurrection spells, where sometimes you would not be able to resurrect another player.

- We fixed a problem with spreadheals where sometimes you would heal for a negative value.

- We fixed a problem where spell effects cast on "spell effect" monsters (like the corpse-light) would not play correctly.

- We fixed a problem in Aegirhamn where a cliff piece was invisible from certain angles.



Albion: A new horse route has been added from Llyn Barfog to Snowdonia Station.

Hibernia: A new horse route has been added from Cursed Forest to Brynach.

Realm V. Realm - Battlegrounds: The broadcast regions around the 3 center battleground keeps have all been made equivalent.

Realm v. Realm - Frontier Keeps: The broadcast regions around all 21 frontier keeps have been extended. Please note that this also means that the bonus RP region is now also larger.

- The guard patrols at the frontier keeps have been split up so they don't all spawn in the same spot. They will now spawn on the sides of the castles in addition to the front gate.

- The Benowyc Knights are now correctly spawning at Excalibur Castle.

- The corpse summoner for Hildskialf Faste will now spawn at the correct keep.

- The corpse summoner at Nottmoor Faste has been moved away from the wall.



We have added three NPCs (one in each main city) that will assist 1st-10th level players in returning to their home realms for training. These NPCs will inform you of two items they will accept in return for a return transport medallion. These items to be turned in are common drops from monsters local to the main cities. Please note that players under eleventh level can only use these medallions. Also note that during the course of your characters career they may only receive a total of ten return transport medallions. Please see the following NPCs for more info:

Tir Na Nog: Duvessa
Camelot: Geraint
Jordheim: Bifrost



Realm v. Realm - Frontier Keeps: The Benowyc Knights are now correctly spawning at Excalibur Castle.

- The corpse summoner for Hildskialf Faste will now spawn at the correct keep.

- The corpse summoner at Nottmoor Faste has been moved away from the wall.



Dark Age of Camelot

Version 1.57 Release Notes

December 12, 2002




With this version, Gaheris is live, and as such is being moved to the live patcher instead of the test patcher. There will be no character wipe.



- On a Co-Op server, the realm skill respec should now grant the correct number of realm skill points.

- All armor/weapon dye colors should now be much closer to what they were in the Classic Client (SI Only)

- Performance Meter window should now save alpha value correctly between logging/zoning (SI & Classic)

- (Gaheris/CoOp only) "Select nearest enemy" key (default F8) should now only target monsters.

- (Gaheris/CoOp only) Name coloring of other players, NPCs, and Pets should now be correct.

- You can now use the "Ambient Music" setting in the character manager and in-game options menus to change the ambient music volume separate from the ambient effect volume.

- Savages had access to two versions of Purge and Ignore Pain. Savages who purchased both types of both abilities will have one stripped and the points refunded.

- Savages were not being awarded the Protect I skill, as they should have been. Savages will now be granted this ability at 15th level, and all current Savages level 15 or higher will automatically be given it.



We're adding some more emote animations into this version. Please note that one of these is a replacement for the current "taunt" emote. When we put the original taunt emote in, we didn't foresee the problems people would have with it, and perhaps we should have. In hindsight it really doesn't fit the spirit of the game as well as the newer (and far funnier) taunt emote that is included in this version. We realize that some of you had no problem with the old taunt, but it just didn't "feel" right, so we are replacing it.

- Hug - self-explanatory.
- Charge - onward!
- No - shake your head.
- Yes - nod your head.
- Raise - raise your hand, as in volunteering or getting attention.
- Shrug - shrug your shoulders.
- Slap - slap someone.
- Slit - let your enemy know what you want to do to him.
- Surrender - I give up!



- Animist turrets will no longer attack "gray" level monsters.

- Fixed delve info on support bombers (e.g. Healing Spirit and Spirit of Remedy in the Animist Verdant Path list).

- GTAE direct damage spells will now critical for list casters like their other spells. Wild Power affects this normally.

- Fixed a bug with GTAEs sometimes hitting twice.

- Decreased amount of exp taken by Animist controlled turrets (Forest's Servant, Grove's Assailant, and Battle Messenger lines).

- Lowered level of Animist spell Tangler Youngling in the Arborial Mastery list by one level to L21. It was overwriting the Spirit of Wrath DD spell.

- Put level caps on the Animist Battle Messenger summons in the Verdant Mastery list. Since their melee damage (their primary attack) scales up with level differently from all other turrets, this is a necessary balancing factor to keep low-specced Animists from using full power turrets.



- Fixed the issue with the Ashen Primal Rune, and Ashen Rune in Midgard Spellcraft not showing up properly in the lists

- Enchantment Dusts: The magical dusts that are used in spellcrafting had incorrect prices, in some cases over 10x what they should have been. These prices have been fixed. NOTE: This change is retro-active and has lowered the value of existing dusts in inventories.




- The horse route from Castle Sauvage to Snowdonia Fortress has been shortened a bit.
- The horse route from Snowdonia Fortress to Castle Sauvage has been shortened a bit.

Marfach Caverns: The Ancient Black Oak in Marfach Caverns has granted the Black Lady new abilities to better defend herself against attackers who choose to flee combat and return upon healing themselves.


- The reaver-specific diamond seal armor in Darkness Falls should now be available.

- All of the arrows and bolts in the game should now look like arrows and bolts in inventory and on the ground.

- Jailer Vifil, in Albion, should now drop loot each time he is killed.



Midgard Quests: Players with the sword, the Claw of Ibicus, can turn the sword in to Ota Ylring in Aegierhamn for a hand-to-hand version of the Claw of Ibicus.

Hibernia Quests: Players with the lvl 14 item "Valewalker Reward" can turn the item in to Ailionora Parra in the Grove of Domnann for a Shadow Scythe.

Dungeon: Doden's Gruva: You can no longer send a pet at Aros the Spiritmaster in Doden's Gruva to distract him and run to the other side of the room. Some guards have decided to move closer to their leader.

Monsters: Midgard: Iarnwood: Unok is now the proper size and no longer smaller than the surrounding redcaps in the area.


- The charges on the Morvalt Ring of the Ancients (Midgard) should now be useable.

- Dagar's Light Crossbow is now Dagar's Composite Bow (Midgard).

- The Wight-scarred Breastplate (Albion) can now be dyed.

- The non-merchant inhabitants of Altan Garran and Krrzck in Hibernia have been itemized.



- We have increased the amount of Glowing Seals dropped at the frontier and relic keeps.


Dark Age of Camelot

Version 1.58 Release Notes

January 7, 2003



In order to give players the chance to respec at high levels, we've put in the ability to find objects in the world that will grant the player a realm ability or career specialization respec.

Because of their extreme power and high worth, these objects are currently found only on the dragons in each realm's mainland. On their death, Golestandt, Gjalpinulva, and Cuuldurach will now drop fifty Luminescent Stones. Half of these will be Full Career Skill respec stones, half Realm Skill respec stones. These stones can be traded or sold to other players as any other object in the game.

Luminescent stones can then be taken to special new type of NPC (listed below) and turned in to receive the associated Career or Realm respec.

Please note that after performing a respec, all choices made are your responsibility. Here are the respec NPCs, the objects they will take, and their respec abilities:

Ellette Redding - Luminescent Exerpise Stone - Career Skill Respec
Paiton Hazlett - Luminescent Exeregum Stone - Realm Skill Respec

Tordis - Luminescent Exerpise Stone - Career Skill Respec
Haili - Luminescent Exeregum Stone - Realm Skill Respec

Tir na Nog:
Dywana - Luminescent Exerpise Stone - Career Skill Respec
Bretta - Luminescent Exeregum Stone - Realm Skill Respec



We're holding off on Windowed mode for the time being, while we address some technical and support issues. We'll keep you posted on when it will arrive.



- NPCs that are charmed and have healing abilities now will generate more aggression.

- Necromancers can no longer control siege weapons in shade mode.

- You can now use left-axe styles on PVE and PVP servers if wielding Albion slashing or Hibernian blade weapons.

- Monsters will no longer accept stacked items as quest triggers.

- We fixed a bug where you could have a difficult time picking to select monster in dungeons or in front of objects.

- Damage adds are now clamped to be the maximum possible damage you could have done in a swing rather than the actual damage done (which was subject to randomness). This will allow those classes that have damage-adds but cannot spec in weapons (i.e. clerical classes) to once again be able to use damage-adds to help them solo monsters.

- When a player in a group casts an AE damage spell, it no longer puts everyone in the group into combat. This will mean that abilities such as Mystic Crystal Lore will now "work" the way they did previously.



- Necromancers now must be visible to their controlled creatures to perform "pet cast" spells. This fixes the exploit where Necromancers could park their pets in keep towers and wander around outside, and have their pets cast at the Necromancer's target.

- Pets of classes such as the Enchanter, Animist, and Bonedancer (and any other class that can cast offensive spells) will not be able to cast spells on a target unless that target is visible to the pet. We expect this fix to take care of the LOS issues for Enchanter-type pets most of the time, but players still may run into situations where the spells are cast even though the pet cannot "see" its target. We will continue to work on this problem as needed.



We've analyzed the player numbers and level progression on Modred and Andred and are now making some changes calculated to bring up the population of the PvP servers. Based on our analysis, we've found that even though players get more experience from killing other players, they still level slower than on the live servers on average because they take more deaths (both PvE and PvP) than do players on the normal servers. In light of this, we're making the following changes:

- We've increased the experience gained by killing level 1 - 30 monsters.

- Experience for killing other players has been increased.

- on PVP servers there's now a 5 minute timer for no experience, realm points, or gold. This timer used to be 15 minutes, which resulted in the majority of PvP kills not generating experience, realm points, or gold.

- Low level dungeons (those under 30th level) have been made PvP-safe (i.e. no kill zones).

- The maximum level cap for a few of the dungeons have been changed:

- Cursed Tomb will be capped at 32
- Vendo Caves will be capped at 44
- Koalinth Caverns will be capped at 32

- In patch 1.59 (i.e. the next live patch after this one), the maximum level cap for Catacombs of Cardova will be changed to level 45. The delay for the changes in these dungeons are dependent upon the epic quests that some classes may need to complete. It is highly recommended that players on the Arc of Ages and Craft of Retribution quests complete these quests before this change goes live.

- In order to ease new characters into the PvP server community, we're putting all newly created characters in a series of "newbie" guilds. These guilds are roughly based on the character's starting location, so all players in the same area will probably be in the same guild. There are four guilds per Realm, each named based on the geographical location. Characters can remove themselves from these guilds by doing a "/gc quit" any time. Please note that characters can technically remain in these guilds for the life of their character, should they choose to do so. Being automatically put in a guild at creation gives new characters an instant chat group and a sense of community with the other players around them. They can discard this guild at any time, and join a player-run guild when they meet the right guild.



- Added Determination to the Savage realm ability list.

- Fixed some bugs in the power costs of the Animist Sap Strength line. Some were taking no power at all, and some were taking too much. Now all are set to the correct power cost.

- The Animist Briar Eruption spell should now be properly awarded at L17 in the Verdant Mastery line.

- The Animist Woodspirit Sheath (AOE Bladeturn) line in Verdant Mastery should now pick targets to buff correctly. Please note that it still (correctly) picks random targets in its AOE (up to its maximum), so not everyone in the area will be protected.



On the PVP and Co-operative servers you can now buy spell crafting materials used by the other realms in each realms major city.

- In Tir Na Nog look for Morolt.
- In Camelot City look for Anyon Becket.
- In Jordheim look for Embla.

Midgard Quests: Bonedancers working on the "Saving the Clan" quest should no longer have to /say Arnfinn to Danica continue on the level 48 portion of the quest. Also, Arnfinn should now respond to Bonedancers and step them on the quest.

Realm v. Realm - Frontier Keeps: Resolved a problem with couriers broadcasting when entering their destination keep region. Couriers should now only broadcast when initially spawning.

Dungeon: Earthquakes have shaken the Silvermine Mountains, collapsing large portions of the Spraggon Den. The spraggons, confused and disoriented by the earthquake sought a new leader to guide them. Finally, one was chosen to lead them. His first order of business was to rebuild the den. Adventurers on the live servers are warned of this Pendragon note. Please do not log out in the spraggon den, or your character may log in and fall through the world.

Items: Midgard: The Bonedancer reward 'Odin's Eye Choker' now has the correct skill bonus on it (Bone Army).



- The horse from Caer Diogel to Caer Gothwaite will no longer run through the middle of trees.

Albion Quests: Players working on the quest "Restoring the Magic" should once again find Adelon on the ground instead of too far away to speak to him.

Albion Dungeon: Krondon: There was an error with the faction of the ogres inside of Krondon where players have been receiving positive faction hits with the faction of ogres inside of Krondon by slaying monsters on the Drakoran Legion faction. We have retro-actively corrected this on Pendragon - and it will go live with the next version. The ogres inside of Krondon will now be aggressive towards all intruders that venture into their domain, regardless of any previous faction gains. Note that this change will not affect the ogres outside of Krondon.

Albion Monsters

- The hit points and resistances on Apocalypse have been lowered a bit.

- Rain elements in Aldland will now disappear when they kill a target and after they have been in combat for 20 seconds.

Albion Quests: Players stuck on step 5 of "Spirits of the Orchard" can now get their seeds from Tomos by right-clicking on him. If Tomos is not up, players will have to kill Nalsor again to spawn Tomos, then right-click on him. (Note that this change was also read into the live servers)


- Noguribando's Vest (Hibernia) should now have the appropriate bonus amounts.

- Grul's Glorious Trident (Midgard) should now drop at the correct level with appropriate bonuses.


Dark Age of Camelot

Version 1.59 Release Notes

January 23, 2003



- Windowed mode and the ability to Alt-Tab have been enabled in the Shrouded Isles client. Remember, you may have significant technical issues when you run the game in windowed mode; be sure to report any problems you find.

- Poisons applied to weapons will now save when zoning.

- In some cases, when a keep lord was killed (usually by a GTAOE spell), the keep status would not be changed. This has been fixed.

- A new command for pets has been added - HERE - which commands the pet to come to your position. Look for it on your pet control window.

- The Looking for group system should now work across zones. It stores up to 30 of each type of group leaders or solo players, and displays the zone name. LFG status is now saved when zoning.

- You can no longer /INVITE hidden players on PvP severs.

- Certain negative effects on the player would not be overwritten by more powerful negative effects (like slow spells). This has been fixed, and will fix a number of style related effect issues that rely on these spell types.

- Savages will no longer be able to resist their self parry buff (Nails of Kelgor line).

- The Purge realm ability is now properly available to Necromancers.

- All Savages now are properly awarded Ignore Laceration at L48 Savagery.

- Necro pets now only get item resistance bonuses from their controller (previously resistance bonuses from buffs were being passed down as well, allowing double effects).

- Necro power taps cast on monsters now cap the amount of power regained at the monster's current hitpoints or level, whichever is lower.

- Necromancers in shade mode can no longer use charged items.

- Long macros and macros with commas are no longer cut off when you log out or zone.

- Sylvan using Large Weapon combat styles will now animate correctly.

- We fixed a bug where sometimes, in rare cases, guild would be created using the same guild number. This led to problems where guild messages of the day showed messages from other guilds, mis-assignment of guild emblems, etc.

- The stack sizes of the Spellcraft ingredients have been changed from 1 to 10.

- Previously, when you /assisted someone, you would target them but your targeting/summary window would not immediately update to reflect it. This has been fixed and it will now update as soon as you target them.

- There was a problem where, when moving stacks of objects, sometimes the quantity designated was not calculated, and only one object in the stack was moved. We fixed, this and now, if you drop a stack on the icon square, it will bring up the stack splitter dialog. Also, if you drop a stack on the text area (next to the icon, where the item name is displayed) it moves the whole stack without asking you. This will allow you to move stacks without any extra clicks.

- Previously, when you make a macro with %T, and have yourself targeted, the macro always returned , for your own name. This has been fixed.

- There was a bug where the command window would not function after you selected someone's name on the looking for group window. This has been fixed.



You may now buy multiple items at once. With the merchant dialog open, select an item and Shift-LeftClick on the "BUY" button. It will open a window that allows you to select how many of the item you would like to purchase. LeftClicking the left and right arrows on this dialog increases/decreases the amount by 1, Shift-LeftClicking on the left and right arrows increases/decreases the amount by 10.

If you click on an item's icon in the merchant window, so that the icon of the item you want to purchase is attached to your mouse cursor, you can use the slash command "/mbuy #" where # is the number (from 1 to 100) that you would like to purchase.

This will allow you to macro exact quantities onto your quickbar: eg: /macro BUY50 /mbuy 50

NOTE: Buying multiple items is the same as if you selected the item and clicked "buy" X times. This means that if you are buy 10 of an item that is already stacked in stacks of 10, you are buying 100 total items.



We've taken a long look at Albion's spellcasting classes, as well as the Thane in Midgard, with an eye towards making them more fun to play and functional.

Theurgist Changes

- Theurgist elementals can no longer be rooted or mezzed.

- Theurgist Confusing Gust line has had its radius raised to 350.

- Increased range of Theurgist summons to 2000.

Wizard Changes

- Reduced casting time of Burst of Steam line to 2.5 seconds, which matches the Spiritmaster and Enchanter PBAE cast times.

Friar Changes

- Increased duration of all Friar self buffs to 15 minutes.

Sorcerer/Cabalist Changes

- Increased value on L48 self shield Nullify Offense to 250.

Sorcerer Changes

- Sorcerers can now charm any monster type. This should strengthen their Mind spec considerably, and facilitate better charming in dungeons (where many monsters are undead).

- Added Minion Control to the Sorcerer RA list.

- Increased radius of Fog, Blanket and Cloud of Senility to 350.

- Added a power regen buff to Mind spec list so that all three realms have a version of this spell:

5 Comprehension of Power
15 Perception of Power
26 Perspicuity of Power
36 Cognition of Power
46 Lucidity of Power

- Instead of adding more crowd control to any realm, Sorcerers are getting two new ways of dealing with crowd control.

1) Added a self mez-duration reduction buff to Mind Spec.

16 Shield Mind
27 Harden Mind
35 Steel Mind
45 Invulnerable Mind

2) Added group mez-duration reduction chant to Mind Spec.

29 Solidarity of Mind
39 Unity of Mind
49 Brotherhood of the Mind

General Magic Changes

- Increased duration of all self-only buffs that had 10 minute timers to 15 minutes.

- Fixed a delve bug that affected the "cast time" print. Spells with fractional cast times were truncating the fractional component, so spells with 2.5 second cast times (for example) were listed as 2 seconds. Unless noted elsewhere in the patch notes, no cast times actually changed, they just print correctly now. Please note that spells on the Camelot Herald have always included the fractions of a second; it is only the delve print function that is being updated.

Thane Changes

- Removed recast timer from Thor's Minor Bolt line. This is consistent with the Call Mjolnir line, which also doesn't have a recast timer.

- Changed Thor's Vigor line from a Strength only to Strength/Constitution buff.



- We have revised the dragon AI to provide a more consistent breath weapon use in all three realms.

- Midgard Quests: Players working on the "Helping the Svartalfar" quest will no longer be able to get the rabid sveawolf skull from any sveawolf. They must get it from the rabid sveawolf.

Realm v. Realm - Frontier Keeps

- We have added additional camps of higher level mobs for players to hunt at each keep so they can take advantage of the keep experience bonus for claiming a keep.

- We have modified the spawn of the guard patrols as well as modified the area these patrols cover. The patrols closest to enemy portal keeps have been reduced in number and the area they patrol has been reduced as well. Patrols closest to the border keeps have been increased in number.


- The door for the central keep has been moved making it easier for players using rams to damage the door. Prior to this change, rams were not as effective on the door because the door was placed slightly inside the proper location making it very difficult to target. Players will not see a visual change, but the ease in damaging the door should be noticeable.

- Monsters: Monsters summoned by Summoner Lossren in the Summoners Hall will no longer drop loot. (already fixed on live)

- We have revised the dragon AI in all three realms - in an effort to provide a more predictable encounter, as far as breath weapon use, for Golestandt, Cuuldurach, and Gjalpinulva.

Hibernia: After having been annihilated by a combination of disease and the brutality of the Fomorians in eons long past, the souls of the Parthelonians have become restless and seek to extract vengeance against the Fomorians and any other unlucky individual that cross their path.

Item Notes

- The Seafarer's Death Shroud (Midgard) can now by dyed.

- Future drops of the Sapling Staff (Hibernia) should salvage for the correct material type.

- Gold Stitched Boots (Midgard) should now correctly appear as cloth.

- The Feverish Runner Drum (Hibernia) can now be salvaged.

- The Ring of Abundance (Midgard) now increases piety, not intelligence.

- The Dried Moss Ring (Hibernia) should now equip in the ring slot.

- The Mandible Headed Axe (Midgard) should no longer display that it has a proc.

- The Deathsight Perfection Bracer (Albion) has had its magic bonuses slightly altered so that it will not continue to generate a "fails to affect you" message. The new magic bonuses are: resist darkness 6%, skill deathsight +6, power +1, stat int +9.

- The Poorly Woven Vest (Midgard) has been replaced with a new drop, the Poorly Woven Garb.

- The Circle Protector Ring (Albion) can now be worn in the ring slot.

- The Spider Keeper's Gloves (Hibernia) now has thrust and body resist, instead of two body resist entries.

- The Decorated Seashell Staff (Hibernia) should now salvage for the appropriate material.

- The Seething Death Boots (Albion) that are actually leggings have been renamed Seething Death Leggings.

- The Sable Boots of Dementia (Albion) now increase slashing and body resistances, instead of having two body resist entries.

- The Gauntlets of Mortification (Albion) now increase crushing and cold resistances, instead of having two cold resist entries.

- The Worn Mail of Dissolution (Albion) now increases thrusting and body resistances, instead of having two body resist entries.

- The Diseased Rat Tail (Albion) now increase spirit and body resistances, instead of having two body resist entries.

- The Flesh Stretched Riddle Staff (Albion) now has a Death Servant focus added.

- Future drops of the Bear Mask helm (Midgard) should salvage for the correct material. Please note that this does not apply to Bear Masks that currently exist in a player's inventory at the time of this patch.



- Albion Quests: Lost Treasures: Due to a bug, the reward portion of the quest has been restructured. If your quest journal now says 'Step 13 - Choose your second bracer from Ariette' and you did not make a first choice, return to Ariette behind Fort Gwyntell in Dales of Devwy and she will allow you to get your first bracer. Players will no longer be able to get unlimited no-sell, no-trade bracers.

- Albion Quests: Players on Ogre's Might who killed Scureol Hyrde and have the Channeler's Orb, but couldn't turn the item in to Master Xavier can now turn the item in and finish the quest.

Midgard Quests

- The quest "Silent Death" has been opened to Savages and Bonedancers. Also, ALL rewards for this quest have been changed to "No Sell".

- Mammoth Hunt - Savages that received the non-functioning Tusk Bladed Fist can take it to Bothrar Hadd in Bjarkan (Gripklosa Mountains) and exchange it for a functioning Tusk Bladed Fist. Players must have Mammoth Hunt listed in their completed quests to exchange the item. Players may only trade in their Tusk Bladed Fist once.

- Mammoth Hunt: The spells on the following rewards for this quest were set
incorrectly. They now have the correct spells. The rewards affected are:
Ivory Bladed Hammer, Tusked Handled Battlehammer, Tusk Blade, and Boned
Ivory Staff.

- Mammoth Hunt: There were some other problems with the Tusked Handled
Battlehammer that could not be auto-updated. Because of this we have made it
non-functioning. Any player who now has a non-functioning Tusked Handled
Battlehammer (now called a Broken Tusked Handled Battlehammer) should take
it to Bothrar Hadd in Dyrfjell and exchange it for a working one. Because
the object will not be usable at all anymore, players do not have to have
Mammoth Hunt in their completed quests list to perform the exchange. Players
may still only exchange one Battlehammer.

- Bonedancers have been added to the available classes for the Stripe quest.

- A woman named Medana has come to Aegir's Landing to help stop Catla Gardasdottir's mad plans. Anyone that is level 49 or 50 should speak to Medana in Dyrfjell if they wish to help.

- Mucking Through the Ick: Savages and Bonedancers have been receiving the wrong rewards for this quest. Savages who received the Silkstand Belt (+2 power) can take it to Belyria in Haggerfel and exchange it for the Hardened Silkstrand Belt. Bonedancers who received the Hardened Silkstrand Belt (+HPs) and would prefer the Silkstrand Belt (+power) can also speak to Belyria and exchange their belt. Players must have completed the Mucking Through the Ick quest and have the belt with them to exchange it. The exchange may only be done once.

Albion Monsters

- Avalon Isle: Nalsor would sometimes chase players indefinitely or kill them again at their bindstone after they release. This should no longer happen.

- Isle of Glass: A drakoran commander has been spotted in the drakoran encampments in the Northwest of the Isle of Glass. It is suspected that he is planning an attack on Avalonian positions in that region. He has only been seen plotting with his underlings in the early morning hours.

- Crystal Cave: The Xanxicarian Elite have been toned down slightly. They also chant correctly during battle now.


- NPC Changes Bjarken: Berge is now a Smith instead of a Vault Keeper. Sisko now sells Dye making supplies and enchanting/recharging supplies.

- NPC Changes in Hagall: Alfdis Rannveig is now a Smith instead of a Healer. She has been moved from Bjarken to Hagall. Mikkal will no longer sell spellcrafting supplies for other realms. A new enchanter has come to the town of Hagall. His name is Bolverk and he can be found near the three huts in the town.

- NPC Changes in Knarr: Reynilda will now sell Midgard spellcrafting supplies instead of Hibernian ones.

- Monsters: Midgard: Iarnwood: The skalds of Aegir are telling tales of a horrible creature named Sariloc in Iarnwood forest. The beast is supposedly very deadly and can reportedly swallow a kobold in one bite. It is unknown if this beast actually exists or is merely a rumor.

- Ibicus should no longer spawn inside the bridge.


- Cothrom Gorge: Travelers passing by the waterfall have reported that the area now smells of death. There are also reports of earth tremors in that area. Some even claim to have seen the very rock around the waterfall move! Globs of green sludge have been collecting behind the waterfall as well. There is some speculation that the sludge is the source of the foul odor, but others suspect that something else lurks behind the waterfall.

- Vigilant Rock: The sylvanshades south of Necht have reportedly appointed a leader as well as placed a scout to watch over the area.

Treasure Changes in Vigilant Rock

- The randomly generated objects that dropped from the monsters Rinne, Taiore, and Laraida in the Vigilant Rock will now drop off Tuliros. The randomly generated objects that dropped on Luaire will now drop off Merugat. Tuliros and Merugat roam in the twisted sylvan valley where Luaire and his co-horts are located.

- Luaire, Rinne, Taiore, and Laraida have been returned to their normal quest spawn timer.

Treasure Changes in Vale of Balor

- The randomly generated objects that dropped from the monsters Adwyth, Drygau, and Anhylaw will now drop off the monsters Cragger and Monger. Cragger (a fomorian) can be found in one of the houses around the Fomorian town area in Vale of Balor. Monger (an ixthiar) can be found in and around one of the tree-trunk houses in the ixthiar area in the Vale of Balor.

- Adwyth, Drygau, and Anhylaw have been returned to their normal quest spawn timer.

Expansion Item Notes

- Bonedancers may now wear the Stripe Hide Helm.

- The bonuses on the Necromancer's initiate gift, Necromancer's Staff, have been changed to match the other caster initiate gifts. Necromancers will now receive a focus staff at level 5 that contains all three of their spell lines.

- The Pelted Fury cloak reward given to Runemasters, Spiritmasters, Healers, and Shamans for the "Ota's Quest" the has been altered. The cloak is a multi-class cloak that previously favored runemasters and spiritmasters. The skills have been adjusted so all four classes will gain a skill benefit.

- Gazsi's Battle Hammer and Gazsi's Blade (Midgard) should now proc correctly.

- Dagda's Cauldron (Hibernia) has been renamed to Cauldron of Clarity to avoid confusion with the relic Cauldron of Dagda.

- The Staff of Repugnance (Albion) is now wielded as a two-handed weapon.

- The Ring of Tangled Vines (Hibernia) should now equip correctly for Hibernia players.

- The Golden Disk Brake (Albion) should no longer display that it has a proc.

- The Azure Prayerbound suit of armor in Caer Sidi should now appear as leather instead of studded.

- The Masterful Agony Boots (Hibernia) now increase mana magic skill instead of body magic.

- The Barkstripper's Scythe (Hibernia) can now be recharged.

- The Silvered Leather Jerkin (Hibernia) now has body and slashing resist, instead of two separate body resist entries.

- The dwarf Ornulf of Delling Crater should now have Midgard appropriate drops.

- The Birghirian Hauberk (Midgard) can now be worn by shadowblades.

- Gorvos' Frozen Bardiche (Albion) now buffs crush resist instead of power.

- The haunted rowans in Caldey should now be dropping appropriate level unique item focus staves.

- The Glacier Jewel with the resistances to cold, slashing, and body should now work at the correct level (47).

- The Braided Ivy and Vine Staff now has the correct focus - mentalism.

- Albion: Ariach's Purged Staff is now correctly set as a two-handed weapon.

- The Darkened Vine Necklace (Hibernia) now correctly increases empathy instead of piety.

Unique Item Generator

In the expansion areas and certain dungeons the Unique Item generator is used. Areas that use these see more treasure drops on average than old areas of the game. We had not altered the salvage on the objects to compensate for that fact. The base objects for the Random Item Generator now have a consistent salvage value and are now broken down by size.

Small items - small weapons, small shields, boots and gauntlets.

Medium items - medium sized weapons, medium shields sleeves and helms.

Large items - large weapons, large shields, leggings and chestpieces.

Metal / Strips / Ore Wood / Leather Cloth
S 5 12 18
M 10 24 36
L 15 36 54

Epic Dungeon Item Notes

The second pass through the epic dungeons is done. The following changes were made to improve the risk vs. reward in Caer Sidi, Tuscarian caves, and Galadoria.

- The class set armor pieces are now all level 51.

- The reactive procs on those pieces were upgraded.

- Many items received increased bonuses.

- Salvage was heavily reduced in these dungeons.

Tur Suil Changes

- Queen Qunilaria's drop rates were altered. She will now only drop 1 100Q item, with a *chance* to drop randomly generated items.

- The Gloves of the Black Archer are now correctly known as the Sleeves of the Black Archer (Albion).

- Fur Brushed Chain Leggings (Midgard) can now be dyed and salvaged.

- The charges on the Gatekeeper's Reversion Cloak (Midgard) can now be used. However, please note this item is NOT rechargeable.

Epic Dungeon Notes

We are closely watching the Risk vs reward in the epic dungeons and will continue to do so. These are the first of possible changes and are geared towards smaller raid groups.

1) All non-boss monsters in Caer Sidi, Tuscarian Caverns, and Galadoria now drop more coin.

2) All non-boss monsters in Caer Sidi, Tuscarian Caverns, and Galadoria had their drop rates increased.

3) Numerous treasure table bugs were fixed in the Tuscarian Caverns.

4) Lord Lron Should in Caer Sidi should now drop items.


Albion Quests: Free the Rogue! - Animists and Valewalkers should now be able to complete this quest.

Hibernia Quests: Crace's Desire - players from Albion and Midgard should now be able to finish this quest.

- All Portal Master NPCs on the PvP/PvE Servers will now respond to the key words [port me]. You must be wearing the medallion of your target destination in order for this to work. This is just an additional method to use the Portal Masters. You can still continue to use them the previous way if you choose.



- The maximum level cap for Catacombs of Cardova has been changed to level 45. The delays for the changes in this dungeon are dependent upon the epic quests that some classes may need to complete. For players who are over the level cap and are attempting to complete their epics, we have provided the following options for the PvP servers only:

- Arc of Ages - Players over 45th level and attempting to perform step 4 can now find the forgotten emperor in Cornwall, west of the Catacombs.

- Craft of Retribution - Players over 45th level and attempting to perform steps 5, 6, or 7 can now find and animated version of the Amulet of Fasius Previlus in Cornwall, near the Cornish Giants.



- Grand Lord Martel's difficulty has been adjusted.

- The monsters that have taken control of Grallarhorn Faste on Gaheris have become stronger.

- The "Famine" one-time drop is now do-able by necromancers.

- The encounters at Hildskialf Faste, Bledmeer Faste and Nottmoor Faste have had their difficulty increased.


Dark Age of Camelot

1.60B Release Notes

March 4, 2003



- Couriers will no longer stop on their path when interacted with by a player.

- Minstrels were erroneously given Evade III at 30th level. All Minstrels who were granted Evade III have it removed from their character, and no new Minstrels will be granted the ability.

- We have temporarily removed the merchants that sell siege equipment in the Battlegrounds while we work on some battleground-only siege weapon bugs.


Cooperative Server

- Grand Lord Martel was spawning more quickly than designed at some keeps. This has been fixed.

Hibernia Quests

The Broken Seal - Players should now have an easier time using the talisman in the mouth of Koalinth Caverns.

Realm V. Realm - Battlegrounds

- Fixed an issue where stealth classes could possibly not receive credit for capturing keeps. This should hopefully fix any remaining issues with players finishing the requirements correctly, but not getting credit for it. Remember, if you arent sure you got the requirement, make sure you type /quest and make sure you see the "Keep Capture quest" completed for the appropriate battle ground you are fighting in BEFORE you leave.

Realm v. Realm - Frontier Keeps

- Fixed a small issue where a few frontier patrols were not grouping correctly.


- Fixed the issue with the Midgard heavy starkakedja helm still wanting to use a circlet pattern.

- Fixed the Albion weighted flail to correctly come out at the appropriate material level/type for the material 9 and 10 recipes.


Midgard Quests

Note: Temporary fix until next patch. Players stuck on Helping the Weaponsmith because they need to speak with the shale golem emissary should now be able to regularly find him next to Yrling.

Albion Monsters

- Svarm will no longer be given as a kill task.


- The Primal of Air encounter has been made slightly easier.

- The Primal of Fire encounter had some minor changes made to its pathing and should now function correctly.

- Fixed a small bug with Aroon the Urlamhai in Galladoria were he would not summon his guards occasionally.



Dark Age of Camelot

Version 1.60 Release Notes

Monday, February 24, 2003



- (SI Only) The paperdoll image should no longer be corrupted by alt-tabbing in fullscreen mode.

- (SI Only) You can now run multiple instances of the client on the same computer simultaneously. You may not log into the same server on two different realms (except for Co-op and PVP servers). PLEASE BE AWARE that running two instances of Camelot on one computer is not recommended and will work with only the most advanced computer systems. You will be able to run two versions of Camelot simultaneously only if you have 512megs or more of system RAM. If you run into any problems with running two Camelot instances on the same computer, exit one of them before calling customer support.

- The Looking for Group window is now sortable by clicking on the column headers.

- Runes should no longer misprint the name of the first target they hit

- Area of Effect spells should no longer affect group members' camouflage timers

- Players can no longer become realm level 11. Realm Level 10 is the highest.

- You can no longer upgrade a keep door while mezzed, paralyzed, or in shade mode

- It should no longer be possible to earn exp from a duel, which was possible by using a number of class/pet combinations.

- Bonedancer pet levels will be counted in a more consistent way. This will fix a bug that allowed them to summon the pets in a certain order to have more pet levels total than were intended.

- Previously, there was a bug with name registration, where you would get a message that you already had a last name, even when you didn't. This erroneous message has been removed.

- If a necromancer is in a group which does all of the damage to a target without the necro/pet attacking at all and the rest of the group is killed, the monster should try to attack the pet, not the shade.

- Chat groups can hold up to 200 members

- Relics are now given up to 60 seconds to transfer between zones. This should fix most of the problems with players transferring between regions and losing their relic.

- There was a problem with the Bonedancer focus snare spell that would result in the character losing all spell points. This has been fixed.

- Each time a player attempts to enter/exit stealth, a roughly one and a half second timer is set in which they can't attempt to do it again. This fixes the stealth spamming exploit.

- (SI Client Only) Lava should now glow in Muspelheim.

- Delving store objects past the first page should now work.

- A number of bugs with the /groundassist command have been fixed. The range it can be used in has also been increased to help make it more useful for siege equipment "spotters".

- Dispel mesmerize spells will no longer remove the immunity timer if the target has a sleeping mesmerize effect on them.

- The Mercenary ability Dirty Tricks should delve properly now (it was previously delving as a "combat heal chant").

- Player guild messages and the guild Message Of The Day should now echo to other regions much more consistently.

- A Necromancer's target window will now update to reflect a target his pet has acquired, if he does not already have a target.

- Previously, the combat style Kelgor's Might (Midgard, Savage) would pull otherwise stationary NPCs from frontier keeps. This has been fixed.

- Randomly generated items have had their bonus points increased across the board, to make them more competitive with Spellcrafted items. In general Spellcrafted items have a huge benefit in customizability, while randomly generated items can have bonuses that, while individually nice, do not perfectly suit any one character. The higher bonus points will allow items to be generated that may have 3 bonuses that are worth using, even though
the 4th may not be perfectly tuned for a given character. High level monsters (70+) get even more bonus points, and random object drops from "epic" monsters now get a quality bonus as well. This should greatly reduce the chance of high level and boss monsters from dropping undesirable items, and produce some variety from existing spellcrafted templates.

- Now, when you use any timer-based ability, spell, or combat style that has a timer, the spell/ability/style hotkey on your quickbar will now "gray out". It will pop back into color mode once it's reusable again.

- When an item is dropped from a flying monster, it drops to the floor height on the server and the client. We had some issues with flying monsters over water and on slopes where the player could not get the item (it was "out of range"). These issues should now be fixed.

- When a Necromancer's constitution drops to 3 or below, he can no longer summon a shade. This change should primarily affect Necromancers on the PvP servers.

- If you are casting a non-targeted spell and your actual target dies or quits, it no longer cancels the spell. Examples of non targeted spells are: pet targeted, ground targeted or radius spells.

- In a dungeon, if an item or body is underwater, you should be able to click on it correctly. You used to get the "player is not visible" message.

- You should now get visual timers on your client when you Repair, Upgrade or Salvage.

- The following command states are now saved on the server: /SETWHO, /CANCELSTYLE and /NOQUEUE. The /COLORNAMES was always saved on the client by account and character. The /SPELLEFFECTS is not saved.

- Archers whose target dies while trying to release an arrow will now remain nocked, and they can select a new target.

- The Theurgist realm ability Siege Bolt can now be used against targets that are in combat.

- Longshot has had its cost reduced to 6 points. A refund is granted for players who have already purchased it.

- Volley has had its cost reduced to 8 points and its reuse time is now 15 seconds, significantly shorter than before. A refund is granted for players who have already purchased it.

- The initial time to prepare a Volley is now half of what it was.

- Necromancers in shade form can move through doors and stairs more easily.



Version 1.60 has a couple of large changes to the battleground system. The intent of these changes is to get more players involved in RvR at lower levels by incenting them with experience points. There are two major parts of these additions: we've added a new lower-level battleground for those players levels 15-19, and now you can gain lots of experience by completing each Battleground.

Experience for Battlegrounds

We've added a system for experience rewards for completing each battleground. Basically, when you complete a battleground, you can go to a new special NPC that will give you a medal. That medal can be taken to another new NPC and turned in for a significant amount of experience points.

To complete a battleground, you must achieve three objectives (note that only the keep raid must take place in the Battleground, the rest can be achieved in standard RvR):

1. Participating and living through a successful raid on a central keep that has been held by the enemy for at least 45 minutes

2. Being at the realm point cap for that battleground

3. Being in the level range for the battleground, plus one level.

Please note that the realm points need not all be earned in the battleground - they can be gained in standard RvR as well. Once players have participated in a keep raid and reached the required Realm Point level, players go to a new NPC in their home city and receive their medal of valor.

You can only receive the medal for a battleground if you are within the level range for that specific battleground, plus one level. For instance, you can only receive the Thidranki medal if you are between 20 and 25.


Medal NPCs

Camelot: Commander Kise can be found on the porch of his house by The Mug.

Jordheim: Ostaden who is repairing his equipment at the local smithy.

TirNaNog: Mobryn who resides in a house near the Chamber of Arms.

After receiving the medal, players may turn in the medal and receive a substantial experience reward. Please note that battleground medals must be used within one level of the level cap for a battleground. For example, you can turn in the medal and receive the experience reward for Thidranki at 25 but not at 26 or above. You can only turn in one medal per battleground.

Battlefield Experience NPCs

Camelot: Sir Dinairak is in the royal library.

Jordheim: Aiesill is in the great hall.

TirNaNog: Rheollyn is in the palace courtyard.

New Low-Level Battleground

Additionally, a new battleground, Abermenai, has been opened for players to get their very first taste of RVR action at an earlier level. Characters can enter Abermenai if they are level 15-19. The realm point cap for this battleground is lower than Thidranki(125), but high enough so that players can purchase their first realm abilities at an earlier level.



- Minstrels now receive Danger Sense, Distractions, Climb Walls, and Safe Fall I - V by specializing in their Stealth skill. They receive these abilities at the same spec levels that Infiltrators do.



Corpse Summoners are intended to help retrieve relics - some players are using corpse summoners to camp out in keeps and simply defend it, gaining Realm Points all the time. This had led to a situation where some Realms actively do not want their Relics. We're making two changes in this version to incent Realms to want to keep their Relics and to not over-use their Corpse Summoners.

1. Characters who are defending their home frontier against invaders with a corpse summoner in their realm will now receive a 15% RP bonus for each enemy relic they currently control (Up to a 60% total bonus) to recognize the added difficulty of defense in this situation and as an additional relic reward.

2. Characters now will not earn Realm Points in the 30 minutes following a resurrection at a corpse summoner.


At long last, Dark Age of Camelot gets some new distinctive headwear. We'll be adding in new non-armor clothing outfits as well in a few weeks.

- New hats have been added to the game as well as patterns for two of the hats which can be crafted as armor.


Pointed Steeple Hat
Woodsman's Cap
Jester Hat
Pointed Steeple Hat Pattern
Crown Pattern


Pointed Steeple Hat
Fur-Trimmed Cap
Winged Hat
Wolf-head Hat
Pointed Steeple Hat Pattern
Circlet Pattern


Pointed Steeple Hat
Woodsman's Hat
Entwined Leaf Hat
Antlered Hat
Pointed Steeple Hat Pattern
Wreath Pattern

We have added 1 new merchant to each realm. These merchants travel between the two towns outside of the capital city and sell the hats and patterns that we have added.

Albion: Merwyn Hawley
Midgard: Vinandr
Hibernia: Melanaha



/cg listen - puts the chat group on listen mode. Only the moderator and leaders can speak.

/cg leader (name) - declare another member of the chat group as a leader. This player can invite other players into the chat group and speak when the chat group is on listen mode. You don't need to use parentheses.

/cg public - The chatgroup is public and anyone can join by typing /cg join

/cg private - The chatgroup is invite or password only.

/cg join (moderator name) - joins a public chat group by name of the moderator.

/cg join (moderator name) (password) - joins a private chat group which has a password set.

/cg password - display the current password for the chat group (moderator only)

/cg password clear - clear the current password (moderator only)

/cg password (text) - set a new password



- You now see an animation when drinking potions.

- You'll now see a graphical effect when you level.

- Binding now has an animation.

- A new effect has been added for when a Spellcraft overcharge goes horribly wrong.

- You'll now see a special animation when /praying at your gravesite.

- Three new emotes have been added - beg, induct, and dismiss. Use /beg to plead, /induct when inducting a new guild member (or other ceremonial occasion), and /dismiss to visually show someone that you're done with them.



Any player level 35-50 will see any other player 35-50 who is lower than them as "yellow". You will still see players higher than you as orange/red/purple. If you or your target is lower than level 42, the con color will be the same as they have been. The intent of this change is to have high-level characters not immediately go after lower-level enemies that are "easy" kills.

Please note that this change does not affect anything other than how the player cons to you. To-hit, damage, etc, are NOT affected by this.



- Fixed the stack size of Scales so they are once again created in stacks of 20.

- Wizened wood for Alchemy is now spelled correctly.

- The last two material types of the Wrought Jewelry Box for Midgard have been correctly set to 825 and 925 skill.

- Dropped timer for creating potions so that they are half of what they currently are.

- Shifted the 1000 skill potions/poisons down one rank so they show up while alchemists are skilling up in the 900 range



General Magic Changes

- Life transfers can no longer be used on the caster.

Albion Changes

We're entering into the home stretch of Albion changes based on some detailed analysis of the realm's capabilities. Hopefully the recent changes will help smooth out the capabilities of the realm in RvR by making required RvR abilities more prevalent, without making them more powerful.

Cleric Changes

- Increased the range on the baseline stun to 1350, and decreased the cast time on the spec single target DD to 3 seconds.

- Added 2 new lines of buffs in the Enhancement spec track.

1) These spells are 10 minute group cast buffs, which for the duration give the chance to proc a healing effect when hit.

29 Strength From Adversity
38 Test of Faith
49 Trial By Fire

2) These spells are 15 minute self buffs which raise melee damage output.

17 Refiner's Strength
28 Purifying Strength
39 Mercybringer

Friar Changes

Added group targeted heal-over-time spell to Rejuvenation spec track:

24 Blessed Encouragement
34 Holy Encouragment
44 Champion's Encouragment

Minstrel Changes

- Significantly increased values on the higher levels of the Song of Healing line.

- Significantly reduced the cost of offensive shouts to be comparable to other classes.

- Increased stun shout duration to be comparable to other single target stun spells.

- Added new hit point buffer song (shoutable chant)

30 Barrier of Sound
40 Shield of Melody
50 Wall of Song

Mage (Base Class) Changes

- Instead of getting the root spell Minor Crippling at L3 in Body Destruction, Mages now get the Vitality Drain lifetap upgrade.

Sorcerer Changes

- Increased Mind Spec AE Mez to 1875 range.

Cabalist Changes

- Life transfers will now transfer up to the listed delve value before healing critical hits from RAs are factored in, and half the amount transferred will be deducted from the caster. The costs have been raised significantly however to bring them closer in cost to major heal spells. If the caster doesn't have enough life to cast the spell at full value, it will still cast successfully, but will reduce the caster to 1 hitpoint.

- Changed Ruby Simulacrum proc to be a ranged spell that can be interrupted.

- Increased melee damage on Sapphire Simulacrum.

- Increased defense on Emerald Simulacrum and the damage on its DoT proc.

- Increased damage on Jade Simulacrum's damage shield self buff.

Hibernian Bard Changes

- Significantly increased values in the higher levels of the Chant of Healing line.

Midgard Skald Changes

- Significantly reduced the cost of Warcry, Battle Whoop, and Stunning Shout lines to be comparable to other classes.

- Significantly increased values in the higher levels of the Simple Song of Rest line.

Realm Ability Changes

- Longshot now has a reuse timer of 5 minutes, and Volley now has a reuse timer of 15 seconds.

- Brilliant Aura of Deflection should now last 30 seconds (not 60) as the documentation on the Herald indicates.



We've made a number of changes to siege warfare in 1.60. The intention of these changes is to make siege weapons useful in keeping and defending keeps. We've increased the viability of other siege weapons, so players will not have to rely on enormous numbers of Rams when attacking a frontier or relic keep.

Now, attackers should be able to use Catapults to attack players and NPCs inside the keep, wear them down, then use a more limited number of Rams to get through the doors. Of course, keep defenders can also use Catapults and Ballistae to protect themselves.

Additionally, we've made Catapults and Ballistae last longer in the world, and they are easier to build and carry than previously.

We'll be monitoring the effects of these changes on keep and relic raids and will make additional tweaks as necessary.

- Ballista and Catapult ammo now stack up to 20.

- The non-raw wood components for catapults and ballistae now weigh roughly half of what they did previously. This puts them down into the range of non-raw wood weight of the rams.

- Catapults and Ballistae will naturally degrade now half as fast as they did previously.

- The arming timer for Ballistae and Catapults has been cut in half.

- Rams can no longer attack enemy rams.

- Defending rams cannot target their own keep doors.

- Only 3 siege weapons can now attack a door at the same time.

- Ballista damage bonus has been substantially increased against enemy siege weapons.



- The frontier monster camps that were added in 1.59 have had their difficulty tweaked slightly. They have had their levels lowered slightly to make the areas more enticing for players to hunt in.

Realm v. Realm - Frontier Keeps

- New named guards have replaced one of the personal guards that spawn when a keep is upgraded.

- Albion keeps will receive a "Captain", Hibernian keeps will receive a "Niallan", and Midgard keeps will receive a "Bryti" to help defend the wealth of the realm stored in the keep.

Experience Point Rewards

We have added an experience reward for 2 level ranges outside of the battleground. They are 35 to 40 and 40 to 45. In order to receive the experience reward you must take a merchant keep in an enemy frontier after it has been controled for at least 45 minutes. You must do this once for each level range.

After taking the keep, if you meet the minimum realm points for that level range, you may go to the medal NPC in the capital cities and receive your Medal of Valor.

Minimum Realm Level:
35-40 Realm level 2 rank 0
40-45 Realm level 2 rank 5

Once the medal is in a player's posession, it can be taken to the NPC in the capital cities that accepts the battleground medals. Again, a significant experience reward will be given.

In order to receive the medal and hand the medal in for experience, you must be within the appropriate level range. The medals cannot be saved for use outside of the level ranges listed above, and you can only receive each medal and experience reward only once.

Realm V. Realm - Battlegrounds

- Once a battleground keep has been held for 45 minutes, in addition to the shout made by the keep lord, an additional banner will appear signifying that taking the keep would result in the completion of the keep requirement for the battleground medal of valor.

- We have slightly altered the configuration of the battleground keeps so that the center keep doors face the portal keep that the keep is from. Changes are as follows:

Dun Abermenai faces a neutral location.

Thidranki Faste faces the Midgard portal keep (original layout)

Dun Murdaigean faces the Hibernia portal keep.

Caer Caledonia faces the Albion portal keep.


- Rumors in the alehouses around Prydwen Keep are that the Mithrans have begun converting some of the local youth to their dark ways. Adventurers may spot them lurking near the entrance to the cursed tomb of Mithra.

General Quest Notes

- All three home cities have arranged for an officiant to perform weddings. Please see either Gilby, Ardkill or Dillion to find out more about a wedding ceremony.

- The caster staff rewards for the level 40 guild quest have been changed. The new versions no longer have a proc; instead they now come with a charged effect. Anyone who completes the quests will now receive the new staffs. For anyone who has already completed the quests, an NPC has been added to each capital city that will gladly take the old staff and return the new one.

Midgard: Braden who is on the second floor in the house with the three caster trainers.

Hibernia: Vinry who can be found in the chamber of magic.

Albion: Magess Dejahra who can be found in the first floor of the library in the Academy.

Albion Quest Notes

- Weakened Bonds: Players should now find that Archdruid Glasan is once again spawning.

- Malignant Creatures: All players should now be able to complete this quest.

- Willing Sacrifice: Players should once again be able to summon High Priest Andania with a willing sacrifice.

- Hands of Fate: The Shade of Ambrosius should be working correctly again.

Albion Monsters

- Dooben in Avalon Marsh is can no longer be charmed.

- A heat resist debuff component has been added to Golestandt's breath weapon.

- The Ellyl and Ravenclan Giants located in Pennine Mountains have decided to send settlers to various places in Llyn Barfog. These explorers have taken their treasure and equipment along for the journey to aid them in their relocation.

- The Arawnites, Hollow Men, Cyclops and Bwcas of all types have decided to send bands of explorers into Lyonesse to discover new grounds to set up camp. Hoping that the new lands will prove safer to their kind, all of the worldly possessions of these monsters have been sent with the exploring bands.

New Hibernian Quests

- The Broken Seal(level 24): Druid Tobryn has been studying the koalinth near Tir Urphost. He is making quite a fuss about his findings. Pay a visit to Druid Tobryn in Tir Uphorst to find out what all the commotion is.

Hibernia Quest Notes

- The Lesser of Two Evils: Players should now find that the siabra and curmudgeons once again have their battle at high noon.

Midgard Quest Notes

- Gokstad's Jewel - This level 18 Hunter only quest, given out by Singrid, has been renamed "The Wanestone Jewel" quest to avoid confusion with the level 11 Shadowblade trainer quest, "Jewel Hunt".

- Dark Places of the Soul - Rumor has it that a woman in Fort Veldon by the name of Idona has happened upon some mysterious information. Perhaps you should visit her.

Darkness Falls Notes

- Prince Asmoien and Prince Ba'alorien's AI was updated to ensure their encounters reliability.

- The imp merchants of Darkness Falls will no longer aggro on characters from the realm they sell items for. They are also not attackable by the realm they sell items for. Players can still attack other realms merchants, but doing so will ruin their faction with their own merchants and not allow them to purchase items until they raise their faction. As a side effect of this change, none of these merchants will be killable at all on the PvE or PvP servers.

Tradeskill Merchant Notes

In keeping with our policy of not having tradeskill merchants in range of the tradeskill tools, we have moved many tools so it will not be possible to stand in one area, purchase materials, and craft without moving. The towns that have had tools moved are listed below, as well as what tools were moved.

Cornwall station: The forge has been moved to a more appropriate location.

Gna Faste: The lathe and the forge have been moved to more appropriate locations.

Innis Carthaig: The lathe has been moved to a more appropriate location.
Tir na Nog: The alchemy table has been moved to just outside of the druid cirle.

Item Notes

In order to compete with Shrouded Isles items, future item drops and quest rewards level 40+ will now come into existence with the magic bonus appropriate to the item's level, instead of the magic bonus that corresponds to the material from which it is made. Previously, the magic bonus was capped at 25% in most instances because the objects are made from their respective 8th level material type. As for Darkness Falls vendor items, the sapphire seal equipment will now have a 25% magic bonus, and the diamond seal equipment will have a 30% magic bonus. This change to the magic bonus for old world items DOES NOT apply to existing objects already in a player's inventory at the time of the patch...it applies only to future drops, future finished quests, and future DF vendor purchases.

The old world "uber rare" objects have had their magic bonuses upgraded to comply with current standards. These objects are the 90% quality ones you rarely see dropping in the old world, up to level 31. This applies only to future drops of these items, not ones that are currently in existence on a player.

- The Braided Darksteel Helm (Midgard) now buffs slashing and body resists, instead of having two separate body resist entries.

- Pants of the Risen (Albion) now have a spirit resist and energy resist, instead of having two separate energy resist entries.

- Bonedancers are now able to use the following staves: Rod of the Soulshade, Kropp's Staff, Stately Arcane Staff of Darkness, and Stately Arcane Staff of Suppression.

- The Brittle-bone Great Sword (Midgard) had an invalid spell proc removed.

- The salvage value for the Whirling Defender staff (Albion) has been corrected.

- Eir's Circlet (Midgard) can now be salvaged.

- Rod of the Soulshade (Albion and Midgard versions) can now be salvaged.

- Barbed Ebon Coif (Midgard) now has the correct chain icon and graphic instead of leather.

- The Siabrian Staff of Light, Siabrian Staff of Enchantment, and Siabrian Staff of the Void (Hibernia) now have the correct number of max charges.

- Seething Death Sleeves (Albion) now increase quickness in place of the second strength entry.

- Cap of the Keen Mind (Albion) now increases dexterity instead of charisma.

- Ebony Helm of the Corrupt (Albion) now has crush resist in place of a second cold resist entry.

- Grrar`s Cloak of Evasion (Albion) can now be dyed.

- Blessed Tyr Gloves(Midgard) now have the correct studded icon and graphic instead of leather.

- The Avernal Malison Flail should no longer display that it is left-hand wieldable.

- The Prismatic Hammer (Midgard) should now have the correct DPS and delay.

- The Runic Ember and the Frozen Soul-shatterer (Midgard) can now be equipped by Spiritmasters, Runemasters, and Bonedancers.



New horse routes that have been added:


Tir Urphost to Ardee
Ardee to Tir Urphost
Brynach to Drum Cain

Innis Carthaig to East Lough Derg
East Lough Derg to Innis Carthaig

(changed) Horse route from Innis Carthaig to Tir na mBeo now drops you off at the stable master.


Castle Sauvage to West Cornwall
West Cornwall to Castle Sauvage

Caer Ulfwych to Snowdonia Fortress
Snowdonia Fortress to Caer Ulfwych


Nalliten to Galplen
Galplen to Nalliten

Gna Faste to Audliten
Audliten to Gna Faste



Albion General

- Barak is no longer charmable.

New Albion Quests

Protecting Anniogel (level 8)
The Drakoran are a continual threat to the town of Anniogel in the Isle of Glass. Kaere, an Inconnu sent to aid Lady Treva Evasca, is seeking out brave souls to help her protect the town from possible attacks. Seek out Kaere if you wish to help protect Anniogel.

Undead Infestation (level 30)
Eafa Smith in Caifelle needs some worthy adventurers to help him with the undead infestation ruining his lands. Seek him out and hear his story.

Albion Quests

- Lost Treasure: Players who received the object "Grip of the Troll" may return it to Ariette outside of Fort Gwyntell and exchange it for a Charismatic Bracer. Players must have Lost Treasure in their completed quests list to exchange the object.

- Lost Treasure - When on the step to kill either a drakoran archiator or blue-green algae, the quest will now properly step when the algae is killed.

Albion Monsters

- We have fixed a small issue where Kelsanor could be enticed to leave his area. Now, he will no longer leave his area.

New Hibernia Quests

Cyllane's Cure (level 10)
Cyllane has recently come to Hy Brasil to give aid to Niara, the Priestess of the Grove. Cyllane must collect some things for Niara, but she does not know the land. She is looking for someone to help her. Speak to Cyllane in Bann-didein if you can aid her.

The Sylvan's Pain (level 47)
Some Sylvan have come down with some strange disease that causes them great pain! Sandu is offering a nice reward to any who can cure them. If you think you can help cure them, speak with him in Droighaid.

Hibernia Quests

- Blademasters who received the Ixthiar Skin Bracer of Silent Resistance can exchange it for the Ixthiar Skin Bracer of Strength by taking it back to Krazck in World's End. Players must have the quest Corruptors, Botonids and Trade in their completed quests list to exchange the bracer. From now on, Blademasters will receive the Ixthiar Skin Bracer of Strength as their reward for this quest.

- Twisted Evil - Raiaya now refers correctly to the quest rewards Song of the Vines, Song of the Scythe, and Song of Stealth.

New Midgard Quests

Solving the Argument (level 10)
Ailsa and Olvaerr in Dyrfjell are having a terrible argument and it's keeping Skorri from doing his job. Skorri is looking for someone to help him end the argument. If you think you can end the argument, speak with Skorri in Dyrfjell.

Helping the Weaponsmith (level 25)
Yrling in Aegir's Landing needs some help with some experimental armor he's been working on. If you're traveling that way, you could stop by and see if he needs help.

Midgard Quest Notes

- Savages have been added to the list of classes that may get the Ghastly Axe one-time drop quest.

- Morvalt Crystal: The material type was set incorrectly on two of the rewards for this quest. Because material type does not auto-update, players can take their Studded Mammoth Pants and their Fur Brushed Chain Legs back to Kekov and exchange them for a pair with the correct armor factor and material type. Players must have the Morvalt Crystal listed in their completed quests list. The exchange may only be performed once.


- The Shambling Shade should no longer be given as a kill task.

- Some of the guards in Aegirhamn, Dyfjell, Bjarkan, and Hagall have been moved inside the town. This should make it a little easier for players using the /where command.

- Changed the "Enraged Scimitar Kit" in Aegir's Landing so the mob can no longer be given as a kill task.

- Some low level mob spawns near Aegir's Land in the newbie area were causing mobs to roam beyond the wall of the zone. This was changed so that mobs should no longer spawn or roam behind zone walls.

- The Morvalt larlings that were taking residence at the base of the large junction room with the bridges near Trollheim's entrance are no longer there.


- Cothrom Gorge: Dremcis will not summon his Beomarbhan pet as often as he did after it is slain. The Fuilslathach's will now dissolve a short time after the Beomarbhan's death.

- Guardians Moirne and Pairu have been moved inside the Grove of Domnann.

- Guardians have been moved inside the two forts of Droighaid. This should help players using the /where command.

- More Guardians have been added to the Grove of Aalid Feie.

Albion Dungeon Notes

- Krondon: The spell effects used in the Orylle and Orshom Brond encounter have been greatly reduced to improve framerates.

Midgard Dungeon Notes

- Tuscaren Glacier: King Tuscar's sword would only take on the magical properties of the first spell that hit him. His sword will now properly take on the magical properties of the spells he is hit with for short periods of time throughout the course of his battles

- Tuscaren Glacier: The spell effects used in the King Tuscar and Queen Kula encounter have been greatly reduced to improve framerates.

Crafting Notes

In keeping with our policy of not having tradeskill merchants in range of the tradeskill tools, we have moved many tools so it will not be possible to stand in one area, purchase materials, and craft without moving. The towns that have had tools moved are listed below, as well as what tools were moved.

Fort Gwyntell: The alchemy table has been moved to a more appropriate location.

Knarr: The lathe, forge, and alchemy table have been moved to a more appropriate location.

Aalid Feie: The forge and alchemy table have been moved to more appropriate locations.
Droighaid: The forge and alchemy table have been moved to more appropriate locations.

Item Notes

- The proc on the Monstrous Proboscis (Hibernia) should now be adding damage as intended. This should affect other weapons using the same proc type, in all realms.

- Ariach's Purged Staff (Albion) will no longer use "mace" in combat text.

- Thuxra's Twiggy Staff (Hibernia) should now proc correctly.

- The Dragon-shadow Crown (Midgard) should now increase the hand to hand skill instead of savagery.

- Players should now be able to use the weapons dyes in Tuscaren Glacier on all the weapons from that zone.

- Nokkvi's Mauler (Midgard) should now increase +hammer skill instead of +crush, and it should also be using the proper 1-hand hammer animations.

- Unok's Chain Leggings (Midgard) now increase cold and body resistances, instead of having two body resist entries.

- Durval's Bloodied Quarterstaff (Albion) should now proc correctly.

- Ancient Stag Skull (Hibernia) now increases crush and slash resistances, instead of having two slash resists.

- Studded Mammoth Pants (Midgard) are now able to be salvaged and dyed.

- Gneiss (Hibernia) in Cothrom Gorge has been itemized.

- The Earthmelder weapons behind the waterfall in the Hibernian Expansion Area should drop with the correct material setting now. Previous drops will not update.

- Tuscarian Bloodforged Sleeves had the thrown skill value replaced with parry. All sleeves will update.

- The Temmelig bracelet, one of the rewards for the Catla's Downfall quest has had its bonuses slightly modified to give players a higher bonus in Charisma and less of a bonus to Battlesongs.

- Scureol's Belt, from the Ogre's Might Quest, previously had Piety 5 and Constitution 5.
Because this belt is given to both Friars and Infiltrators, the 5 Constitution has been changed to Dexterity 5.

- The staff Quarter Might now has the correct bonus - a plus to staff.

- Vine Covered Sleeves (Hibernia) now increase blunt skill instead of piercing.

- The Hollowed Earthmelder Wrist unique item (Hibernia) should now equip in the proper slot. This change should automatically update for players who already have one.

- Khrin's Claw (Midgard) no longer increases power. Instead, the quickness bonus has been increased to +7.

- The Blade of Ibicus (Midgard) should no longer display that it is usable in the left hand.

- Ibicus Studded Sleeves (Midgard) are now made of metal instead of leather. Note that this does not auto-update.

- Keelladna Falion in Domnann should be dropping random object generator weapons that are the appropriate level.

- The Drakoran Scale Robe (Albion) is now set to the correct material and level.

- The Phosphorescent Belt (Hibernia) had the Piety bonus changed to Empathy.

- Particle effects were added to the weapons in Caer Sidi (Albion), Tuscaran Glacier (Midgard), and Galladoria (Hibernia). There are still some weapons in these dungeons that have no particle effects, because there are none that fit correctly at this time.

- Skilled Bowstring Ring (Midgard) will now equip in the ring slot as intended.

- Hallowed Legs (Albion) should now have +crush resist displayed instead of a blank 4% entry.

- Marine skrats should no longer be dropping Albion armor.

- Blood Spire Cloak (Albion) can now be given an emblem.

- Otrygg's Darkened Cloak (Midgard) can now be given an emblem.

- The Morvalt Obsidian Sword (Midgard ) can no longer be equipped. This is a bounty quest item and was not intended for use as a weapon.

- The following Albion gems can now be recharged: Caster's Minding Thoughts, Strengthening Power, Quickening Power, Darkening Powers.

- Wrapped Defender (Hibernia) was changed from +3 Valor to +10 constitution.

- The Vine Covered Sword (Hibernia) was changed from +3 Valor to +40 hits.

- The Vine Covered Hammer (Hibernia) was changed from +3 Valor to +40 hits.

- Frosty skeletts in Midgard should now be dropping equipment for the appropriate realm.

- Devmer's Holding Robe and Stolen Robes of an Ancient Friar in Albion should now have the appropriate sell value.

- Thrawn ogre thrashers in Albion should no longer be dropping a bonedancer staff.

- The following cloaks in Hibernia can now be dyed: Darkened Vine Cloak, Phosphorescent Cloak, Verdant Cloak, Braided Ivy Cloak and Shadowed Blackthorn Cloak.

- Itchy Wool Gloves (Hibernia) had the +6 power bonus reduced to +5 power. Players are able to receive these gloves at level 9, but the previous level of bonuses was preventing their use until level 10.

- The Grim Ward Ring (Albion) can now be equipped.

- Flurry's Dancing Blade and Flurry's Dancing Defender (Albion) should now be using the correct thrusting skill. Flurry's Dancing Defender can now be wielded in the left hand.

Beaded Resisting Stones

There will be a change to the Beaded Resisting Stones, one of the random quest rewards for Ancestral Secrets. IN 1.60, THE NECKLACE WILL BE SET TO NO TRADE. Everyone needs to make sure the necklace is where you want it to stay, because after the next patch you won't be able to give it to any other characters.

We are making this change because we will be implementing some changes in the quest that will allow ALL Midgard players the opportunity to get this highly coveted necklace, even if they have already finished the quest. Look for patch notes explaining the changes we made. Please note that quests that offer equivalent rewards for Albion and Hibernia are in the works.

Additional Salvage Changes

The new salvage chart introduced in version 1.59 has been applied to the handmade magic loot (not the "unique" ROG loot) from named mobs in Shrouded Isles. As a refresher, here is the chart again:

Item size:
small - small shields, small weapons, gloves, boots
medium - medium shields, medium weapons, sleeves, hats
large - large/2h weapons, large shields, legs, chest pieces

Salvage chart:
small - 5 metal/ore/strips; 12 leather/wood; 18 cloth
medium - 10 metal/ore/strips; 24 leather/wood; 36 cloth
large - 15 metal/ore/strips; 36 leather/wood; 54 cloth

New Delve Information

In Shrouded Isles, some of the named monster drops have a functionality that has been hard to explain, and to identify at a glance. Those items were set up as armor and weapon procs, but the procs are limited to a certain number of charges. The delve info for those items up until now only displayed the "charged magic item" portion of the item, which leads to many players being frustrated when the objects don't work with the "use" key. So, with this patch, the delve info for those charged-proc items has changed. If you have a piece of armor that has a charged proc, instead of seeing "charged magic item" above the number of charges, you will now see "Defensive Proc Charges." For weapons, if the proc is charged, you will now see "Offensive Proc Charges." Items that are set up to have normal charges will still display the usual "Charged Magic Item" line. Please note that these charged-proc objects can be recharged like a normal charged item.

Monster Loot Changes

The following quest monsters do not drop unique items anymore. These monsters are associated with quests and should not have had unique items associated with them, due to their respawn rate.

ALBION - Barak, Nalsor, Kelsanor, Pazia, Tyian, Avice Swett, Bartholomew Swett, Warin Grym, Everard Grym, Juliana Grym

MIDGARD - Pyserlian, Edrigu, Modolf, Loden, Urtzi

HIBERNIA - Cronwort, Fuilwort, Tachtwort, Luaire, Rinne, Taiore, Laraida, Adwyth, Drygau, Anhylaw


ITEM NOTES (SI & Classic)

- A few new armor skins for the high teens to low 40's players have been added as new items in various places around the old lands and Shrouded Isles.


- All classes should now be able to complete the Mammoth Hunt Quest.

- Valewalkers and Animists should now be able to complete the Albion quest, Voices of the Dead.

- Grand Lord Martel has been slightly adjusted.

- Dun Ailinne and Caer Berkstead have had their difficulty slightly decreased.
Nottmoor Faste, Avarkar Faste, Hlidskialf and Blendrake Faste have had their difficulty slightly increased.

- Gote is no longer set as a name registrar.

Cooperative Server Quest Notes

- Animists should now be able to complete the Albion quest Restoring the Magic.

- Animists and Valewalkers should now be able to continue working on the Stoneheart Quest.

- Blademasters, Champions, Shamans and Spiritmasters should now be able to complete the Albion quest Malignant Creatures.


Dark Age of Camelot

Version 1.61 Release Notes

April 1, 2003




We've raised the player stat caps so that high level buff spells will not exceed the cap. Players who receive high level buff spells from friendly casters will notice this change the most. This means that races that a high starting stat (such as strength or dexterity) will now be able to buff it a bit more than those races that do not have a high starting stat.



- Pressing Shift-LeftClick on your pet's name in the pet window will now create a hotbar icon that you can drag to your quickbar. Pressing this new hotkey will select your pet. (Note: The rest of the buttons/commands on the pet window could already be made into hotkeys by Shift-LeftClicking on them).

- The mousewheel will now scroll the chat buffers and the quickbar when your mouse cursor is hovering over them.

- If another player traded 10 items with you, the 10th item would incorrectly show up in your trade window on later trades. This has been fixed.

- Pressing TAB to toggle the interface will now hide/restore all windows correctly. Previously, some windows (such as the compass) would not be hidden, and other windows (the Command Window) would not reappear after you toggled the interface back on.

- There were many monster pathing issues in Avalon City. These have been fixed.

- All frontier zones have been itemized using the Unique Object Generator system. All monsters killed in all frontier zones will now drop loot.

- Some Bards were able to chain-cast their spells in the Minor Lullaby line, bypassing the 5 second recast timer. This has been fixed.

- Some Mage cloth helms were incorrectly using the plate helm graphic. This has been fixed.

- We now have new crafting sounds. You'll now hear a distinct sound for crafting failure, lose-item failure, success, and masterpiece.



Unique Item Generator Notes

- Unique object drops from Midgard should no longer have +thrown.

- "Unique item" friar robes can now be dyed. This change should apply retroactively for any "unique" friar robes.

- Midgard chain items should no longer drop with +thrown.

- Items in the 1-10 level range will only use points on two bonus slots instead of being spread across all four. Items 11-20 will use points on three bonus slots. Items 21+ will use the normal four bonus slots.

- The variance on magic bonus has been removed. All Unique Object Generator items should drop with the proper magic bonus amount for that item's material level.

- The variance on item points has been removed. All Unique Object Generator items should drop with the total proper amount of item points for the monster's level.

- The quality ranges for common monster Unique Object Generator drops, drops from named monsters less than level 50, and drops from named monsters higher than level 50 have been narrowed. The base quality for these drops is now 89%, and can extend to 100% depending upon which category the monster falls into.

- Resists on items level 1-10 will be a little less common than before.

- Caster staves will no longer be class-restricted in the 1-6 level range.

New Merchants

The following merchants in the Camelot Classic world now carry Necromancer focus staves:

Gardowen Egesa - Camelot
Doreen Egesa - Cotswold Village
Eabae Egesa - Ludlow Village
Loretta Egesa - Lethantis Association
Daisi Egesa - Adribard's Retreat

The following merchants in the Camelot Classic world now carry Reaver flexible weapons:

Tyngyr Blade - Adribard's Retreat
Langston Fall - Caer Ulfwych
Ethan Farley - Camelot
Grannis Ynos - Cotswold Village
Ban Ronem - Humberton Village
Alburn Hale - Prydwen Keep
Ember - Snowdonia Station

The following merchants in the Camelot Classic world now carry Animist focus staves:

Iaine - Ardagh
Eleri - Ardee
Izold - Ceannai
Marus - Connla
Cait - Howth
Mearchian - Mardagh
Jiskarr de'Mordan - Tir na Nog
Romney - Tir na Nog

The following merchants in the Camelot Classic world now carry Valewalker scythes:

Iama - Alainn Bin
Brenna - Ardagh
Creirwy - Ardee
Keir - Caille
Glyn - Connla
Glennard - Innis Carthaig
Lavenna - Tir na mBeo
Kedric - Tir na Nog

The following merchants in the Camelot Classic world now carry Bonedancer focus staves:

Niniver - Fort Atla
Ysunoic - Galplen
Elengwen - Huginfel
Anya Vinsdottir - Jordheim
Raelyan - Mularn Village
Merwdda - Vasudheim

The following merchants in the Camelot Classic world now carry Savage hand to hand weapons:

Armond - Audliten
Svard - Dvalin
Yop - Fort Atla
Hlif - Fort Veldon
Gestod - Galplen
Burr - Haggerfel
Auda - Huginfel
Ema - Jordheim
Hrolf - Mularn Village
Leik - Vasudheim

General Notes

- We have added a horse route from Snowdonia Fortress to Humberton.

- The horse routes that go to Tir Urphost in Hibernia will take a different route that will bring you closer to Koalinth Caverns.


- In the following quests involving the following monsters, players who are on the appropriate step will receive credit if they die while attempting to kill the monster, but their allies get the kill:

Scureol in Ogre's Might, Quillan Muire in Muire Tomb, and Callilepis in Nisse's Lair

Hibernia Quests

- Broken Seal should now be able to be completed.

Realm V. Realm - Battlegrounds

- Players who attempt to capture the battleground or merchant keeps for the experience reward and die will receive the requirement if they are within the keep region when the lord is killed by their allies.

- Fixed an issue in Murdaigean where the additional banner that would spawn when Albion controlled the keep would be a Midgard Banner.

Midgard Dungeons

- We fixed a problem with an arachite prelate attacking players with a root spell through the walls at the entrance of Spindelhalla.

Monster Notes

- The three dragons located in the epic zones should provide more feedback to players during their encounter to help players developing strategies for the encounter.

- Ibicus should no longer spawn behind a zone wall.

- The monsters that roam the area by Koalinth Caverns have moved to a new hunting ground.

- Fixed the Parthelonians so that they will correctly group up and BAF.

Item changes in the frontiers

- The four Summoners in the Summoner's Hall dungeon now have a chance to drop a Luminescent Abrogo Stone. These stones can be turned in to the NPC's listed below to receive a Realm Skill Respec. A different type of respec stone is dropped in Shrouded Isles - see below.

Camelot: Paiton Hazlett - Luminescent Abrogo Stone - Realm Skill Respec

Jordheim: Haili - Luminescent Abrogo Stone - Realm Skill Respec

Tir na Nog: Bretta - Luminescent Abrogo Stone - Realm Skill Respec

- Frontier monsters are now itemized using new class specific random object generator templates.


- Bards Song now has dexterity instead of empathy.

- The Prismatic Hammer (Midgard) should now have the correct DPS and delay.

- The Runic Ember and the Frozen Soul-shatterer (Midgard) can now be equipped by Spiritmasters, Runemasters, and Bonedancers.

- The Cath Cloak (Hibernia) now has body resistance 6 instead of duplicate body resist entries.

- The Bloody Fang (Midgard) should now be the appropriate level.

- All dropped alchemy components are now marked as no sell. Note: these items did not previously have a sale value. They have been marked as no sell to prevent players from mistakenly selling them for 0 copper.

- The Malevolent Shield (Midgard) can now be equipped by Healers and Shamans.

- Gloves of Night (Hibernia) may now be salvaged.

- The second body resist entry on the Bracer of the Pious Defender (Albion) has been changed to energy.

- Wispy Rigid Orm Spine (Midgard) may now be salvaged.

- Particle effects were added to many of the weapons in Dartmoor, Cursed Forest and Raumarik.

- The Mouldering Moor Boots (Albion) should now drop with the appropriate level/AF. This does not apply to any drops of this item previous to this patch.

- The Blue Diamond Staff (Midgard) can now be used by Bonedancers.

- The Chain of Suppression (Midgard) now increases suppression as the name suggests.

- One of the doubled body resist entries on the Worn Jewel Dusted Vest (Hibernia) has been changed to heat resist.

- The Omni Hunting Boots, Omni Hunting Gauntlets, Omni Warchain Boots, Omni Warchain Gloves, and Omni Warchain Coif (Midgard) should now have the appropriate name and icon sorted out correctly.

- The Ceremonial Robe (Hibernia) can now be salvaged.

- Troll Hide Sleeves (Albion) can now be dyed.

- Silverwolf Sleeves (Midgard) now give a bonus to piety in place of intelligence.



- We have revisited many of the monsters of Iarnwood and lowered their aggressiveness and their attack radius in order to compensate for the low visibility in the zone. Players should not be attacked my monsters they were unable to see often as was previously possible. The area is still dangerous, but it should be much easier to navigate safely around the wildlife.


Major Changes to Ancestral Secrets Quest

The long awaited changes to the Ancestral Secrets quest in Midgard are finally here. Here's what we did to allow all players a chance to get the coveted Beaded Resisting Stones as well as the other random rewards. We have made the quest Ancestral Secrets repeatable. If you have already completed the quest once you may go back to Ota Yrling in Aegirhamn and get it again. The rewards are still given out randomly after you are teleported by Jaklyr, and you may only get each random reward once. Once you have all three random rewards, Ota will no longer give out the quest. The standard rewards for the quest have not changed. Players that complete the quest two or more times will not be offered the standard rewards at the end of the quest. Instead they will receive a small amount of experience and a decent amount of gold.

Other important changes to this quest:

- The Ancestral Keeper's level has been raised. Taking a few friends with you is advised.

- The Beaded Resisting Stones are now flagged NO TRADE because everyone now has the chance to get the Necklace for themselves.

There is an Albion and a Hibernian version of this quest. The Albion version is called The Lost Stone of Arawn and begins with Honayt'rt in Wearyall Village. The Hibernian version is called The Lost Seed and begins with Terod in Droighaid. Each quest offers a version of the Beaded Resisting Stones as well as the other two random rewards.

Hibernian Quests:

Krazckz will now offer players a choice of rewards for finishing the quest "Corruptors, Botonids and Trade." If you have already completed the quest and would like to choose a something different, bring your old reward back to Krazckz and he will exchange it one time.


- Albion: Xanxicar in the Crystal Cave will no longer spam his stomping message. Also his defense has been lowered slightly.

- Albion: All ogres are now a part of the Children of Orylle faction and will automatically be aggressive to all players.

- Midgard: Iarnvidiur should now take slightly more damage from attacks.


Albion Dungeons

- Krondon: The oozes of Krondon have burrowed another way out of the dungeon. Players can now use this as a secondary entrance and exit point for the dungeon which will avoid the ogres guarding the main entrance.


- Urlo the spellcraft merchant in Agerirhamn has moved from outside on the ledge to inside by his fellow merchants.

- Old Matriarch's healing has been toned down.


Item changes in the epic dungeons

- Monsters in Caer Sidi, Tuscaran Glacier and Galladoria now have a chance at dropping a single line respec stone. Note that non boss monsters have a significantly different drop rate than named boss monsters. These stones can be turned in to the following NPC's:

Albion: Mae Oswy - Humberton Castle
Midgard: Hjortr - Vasudheim
Hibernia: Ita - Mag Mell

- The jewelry drops in the epic dungeons (Caer Sidi, Tuscaran Glacier and Galladoria) have received an increase in imbue points.


- The magic bonuses on the Blackened Arcanium Crescent (Albion) have been modified to be more reaver appropriate. The magic bonuses are now: +flexible 4, +parry 4, +hitpoints 60, +piety 15.

- The Light Walker's Blade (Hibernia) should now have a particle effect that fits correctly.

- The Obsidian Bastard Sword, Obsidian War Hammer, Obsidian Great Sword, and Obsidian Great Spiked Hammer (Midgard) should now increase the correct weapon skill.

- The Dread bone Great Hammer (Midgard) should now look like a hammer instead of an axe.

- The Nature's Blessed Cudgel (Hibernia) has a different proc attached that should not interfere with the spells of the weapon's intended class.

- The unique items from Durval (Albion) should now be set to the appropriate level when dropping. Note that this does not apply to objects received from Durval before this patch.

- Sys'sro's Robes of Substance (Albion) can now be dyed.

- Brungar's Slasher (Midgard) no longer increases the slash skill. In addition, the magic bonuses have been increased to the appropriate level for the item.

- The Seething Frostbound Axe (Midgard) has a different proc attached that should no longer interfere with the spells of the weapon's intended class.

- The drop rate for Old Matriarch (Midgard) is now set appropriately for the encounter.

- The Sacristan Coward's Belt (Albion) should now have the appropriate inventory icon.

- The Rift (Midgard) should now drop items as intended.

- Thuxra's Rooty Staff (Hibernia) has been renamed to Thuxra's Rooty Spear and Thuxra's Twiggy Staff has been renamed to Thuxra's Twiggy Spear.

- The second body resist entry on the Smiting Pendant (Albion) has been changed to spirit.

- The drop rate for the garran treant seedlings that are part of the Cuinn encounter in Hibernia have been adjusted to the appropriate level.

- The Gilded Songster's Vest, the Blessed One's Leggings, and the Songsung Leggings (Albion) can now be dyed by the appropriate dye type.

- Shadow Walker's Blade now has the correct particle effect.

- The lathe in Bjarken has been moved to a more appropriate location.

- The alchemy table in Gothwaite Harbor has been moved t a more appropriate location.

- The Verdant Scythe (Hibernia) has a different proc attached that should not interfere with the spells of the weapon's intended class.

- The Krrzck guardians and the Krrzck warlocks (Hibernia) will now drop more level appropriate treasure.

- Krrkxrx will no longer drop items when it is killed. This mob is a quest NPC and was not intended to be killed for loot.

- In Caer Sidi, there were two drops called "Emerald Encrusted Ring." One of those items fits in the waist slot, and the name has been changed to Emerald Encrusted Belt, as originally intended.

- The new versions of Xaga's Tethered Staff and Xaga's Enshrouded Staff (Hibernia) should now have the same particle effects as the old versions.

- The Mace of the Valiant and the Bladed Crystal Rapier (Hibernia) had the +valor skill replaced with bonuses that are more useful for champions.

- The Ebonynight Void Belt (Albion) and the Ebonynight Spirit Belt have been renamed to bracelets as intended.

- The Mammoth Lined Leggings (Midgard) can now be salvaged.

- The Flayed Skin Necklace (Albion) should now display as a necklace in a player's inventory.

- The Rapier of the Otherworld (Albion) has been renamed to Dirk of the Otherworld to correctly reflect the weapon model.

- The common cash loot item "scimitar cat pelt" has been renamed to "scimitar cat hide", to avoid confusion with the "Scimitar Cat Pelt" that is turned in as a bounty quest item.

- The Darkened Vine Cloak can now have an emblem applied.

- The furry urchin cape, furry urchin shroud, and furry urchin mantle (Albion) can now be dyed and have an emblem applied.

- Shambler's War Hammer (Midgard) should now have +1 hammer, and +2 crush resist.

- The Mace of Aid (Albion) now increases piety instead of the +crush skill.

- The Blood Spire Cloak can now be dyed.

- The common cash loot item "skimmer skin" has been renamed "ragged skimmer skin" to avoid confusion with the "Skimmer Skin" that is turned in as a bounty quest item.

- The Shadowed Blackthorn Cloak, Phosphorescent Cloak, and Verdant Cloak (Hibernia) can now have an emblem applied.

- The Bladed Fang (Midgard) should now have the correct DPS.

- Sterkvill (Midgard) can now be salvaged.

- Nokkvi's Mauler (Midgard) should now proc as intended.

- The Darkened Defender (Hibernia) can now be salvaged.

- Magister Kurgol's Vest (Midgard) now increases piety instead of intelligence.

- The Braided Ivory Cloak can now have an emblem applied.

- Agmundr's Foe Hammer (Midgard) now has a particle effect that fits a bit better than previously.

- All of the Tab'Fren series of staves in Albion should have the appropriate particle effect attached.

- Durval's Staff of Blindness (Albion) should now have the correct DPS.

- Grrar's Cloak of Evasion (Albion) can now have an emblem and dye applied.

- The particle effect should fit correctly on the following staves:

Runed Mammoth Bone, Griffon Bone Staff, Call of the Griffon Staff, Empyrean Runewalkers Staff, Lord of Niflheim Staff, and Empyrean Bonewalker's Staff, in Midgard

Staff of the Dragon Lich, Staff of the Weary Mind, Staff of the Thunder Swarm, Eye of the Hellfires, and Dark Staff of the Construct, in Albion


- The hard to target lifeless scouts at Caer Hurbury have been moved.

- Lowered the aggro range of the tormented knights guarding Caer Erasleigh.

- The Rock Giant Shamans inside Caer Benowyc should no longer cast at people outside the keep.

- Bledmeer Faste has had its difficulty increased.

- The encounters at Glenlock Faste, Hlidskialf Faste and Nottmoor Faste have had their difficulty increased.

- The bosses of the Relic Keeps will now drop more Glowing Dreaded Seals then before.



- The higher level material stores (materials 6-10) now carry the essential tools for crafting.


Dark Age of Camelot

Version 1.62 Release Notes

June 3, 2003


After a long development and testing cycle, here is Dark Age of Camelot version 1.62. It started out development as a "Hibernia tweak and bug fix patch", but quickly mushroomed into a general class balance and bug fixing patch. We've substantially updated/tweaked/adjusted light tanks, pet classes, archers, and made many more changes to other classes.

We know that there are more items to tweak and fix in the game, but we strongly feel that with 1.62, we've come a lot closer to bringing more balance to the game, as well as some needed new features. As always, there are more things to do, and we'll keep working on any outstanding bug fixes and balance issues as we do future patches.

A big Thank You must go out to the Team Leads who have been so helpful in providing feedback and testing for 1.62 as it has gone through the testing process. You should all be proud of yourselves.

Here's a list of just the major items we've addressed in 1.62:

- Many many tweaks and fixes to Hibernian classes. Yes, we know there are more to make in the future, but the list of items done for Hibernian classes in 1.62 is extensive.

- Addressed Realm Balance via the new /level command. Now, if you have a level 50 character on any server, you can create level 20 characters on any other server, and level 30 characters on specific Realms on different servers that we have determined to be underpopulated. We'll see how this affects Realm balance and make more changes as appropriate.

- Archers. Archers been given some extra tools to work with - Penetrating Arrow and Quick Shot.

- Addressed Left Axe combat style being very overpowered. Not a popular decision with Berserkers and Shadowzerks, but a good one for game balance.

- Addressed light tank issues. Mercenaries and Blademasters have had combat style damage increased on one chain each on their Dual Wield/Celtic Dual styles, as well as bleed damage from those styles that cause bleeding was increased across the board. Additionally their special abilities (Dirty Tricks and Triple Wield) have been made more attractive and useful.

- Implemented the "newbie guild" system on all live servers.

- Pet Classes. We made many enhancements and refinements to various pet classes from each Realm.

- Re-tuned several high-level encounters. Dragons in each Realm are now easier to kill, as is the final encounter in Galladoria (Hibernia, Shrouded Isles).

- Found the infamous "Block/Parry" bug and fixed it.

- Re-tuned the way Bolt spell damage is assessed. You should now see Bolt damages raised, especially when hitting lightly armored targets.



Because 1.62 has so many sweeping changes to so many classes, we are designating this a "class balance patch" and will be granting single line respecs to everyone in the game (level 5 and above) regardless of class or Realm.

Things to remember when using this type of "gift" single line respecs:

- YOU WILL NOT BE GIVEN THE RESPEC IF if you already have 2 unused single respecs, or if your character has a full respec that you haven't used.

- THE RESPEC WILL BE STRIPPED FROM YOUR CHARACTER if you do not use it before the next time you level. If you want to use the respec, use it immediately after logging in; otherwise you risk leveling and losing the respec.

All Assassin classes in 1.62 who had the See Hidden Realm Ability will have that ability stripped from their character and have the points invested in it returned to them, for use in specializing in any other Realm Abilities they wish (including re-investing in See Hidden if they so choose).



- We found and fixed the infamous "Block/Parry bug" - the one that caused players to block and parry less often when attacked by a grouped opponent. This change will have the most effect in RvR situations where you are fighting an opponent who is in a group. This fix will also fix an issue with opponents appearing to be "in melee" and having bolt spells fired at them blocked more often than intended.

- Bolt Spells in general have had their damage calculation modified so that now you should see damages slightly increased across the board, with much more damage inflicted against lightly armored (leather, cloth) opponents. Please note that this change is for RvR only - it does not affect bolt damage against monsters.

- Side Positional combat styles now will work an extra 15 degrees towards the rear of an opponent, and rear position styles work in a 60 degree arc rather than the original 90 degree standard. This change should even out the difficulty between side and rear positional combat styles, which have the same damage bonus. Please note that front positional styles are not affected by this change.

- We slightly adjusted combat style (and combat style only) bleed effects so that higher versions go above 7 damage on the initial "tick".

- /mbuy is now added to the command history (accessible by pressing Shift-Up Arrow)

- /clock now toggles display of a new window that shows the current time of day (real time, not game time)

- Renamed several keys in the keyboard config to make their use more clear.

- When you level, if your strength increases, your encumbrance will properly increase.

- For casters with concentration points, when you level, your concentration pool is now properly updated.

- You may now delve items in your vault to see additional information about them.

- All of the craft recipe windows now display your current skill level in the window title, for example: Armorcrafting (705).

- Deaths from DOTs cast by players (including assassin poisons) after the casting player has died and released or quit will no longer result in an experience loss death.

- All Nearsight spells now have a 1 minute immunity timer.

- There was a bug where Savage combat styles that hit more than one target were hitting multiple targets even when the opening for that particular style was not performed correctly. Now, you'll have to get the style off successfully (i.e. meet the opening criteria) in order to hit multiple targets.

- When salvaging cloth items, Clothworking will be checked now instead of Tailoring.

- If you had any items from your backpack on your quickbar (poisons, potions, etc) the quickbar icons would be deleted whenever you traded with another player. This is now fixed and the icons should remain on the quickbar and still point to the correct items in your backpack.

- You can now /face your pets.

- If you were far enough away from your pet for a long enough duration, sometimes your pet window would pick up another creature in the zone and start displaying its health. This will no longer happen -- if you are too far away from your pet for too long, the pet's health meter will now disappear completely. When you move back in range of your pet, the health meter will reappear with the correct information.

- (SI Only) Fixed a bug that was causing player hair/head textures to be drawn incorrectly on ATI Radeon 9000+ cards.

- (SI Only) The new Battlegrounds, Abermenai (BG0), should now have a splash screen picture when you are entering the zone.

- All monsters names whose names begin with a vowel should now use the article 'an' instead of 'a'.

- Many spell icons were set incorrectly - we've scrubbed through all of them and made many fixes and adjustments.

- Monsters should no longer target a necromancer in shade mode after the pet has been rooted.

- There was a bug when repairing an object directly from the trade window would display a timer bar with a "flashing" indicator bar. Now, repairing in the trade window should no longer give any repair timer bar - repair is instant, so no bar is needed.

- Specialization will now adjust the amount healed in heal over time spells.

- There was a bug on the PvP servers where some Bard pulsing songs would not take effect because of the immunity timer. This has been fixed.

- Alliances on the Co-Op server (Gaheris) will no longer be reset every time a new patch is launched.

Chat Tab Changes

You can now modify your chat tabs to change chat channels to talk in Alliance or Officer chat by default. When you change the outgoing chat type for a tab, the tab will now change names to reflect your choice.

Right click on the name of the tab group, and right click on the name of the message type that you would like to talk to. Your chat tab will change names to reflect this. You can set it to: Say, Broadcast, Group, Guild, Alliance Chat, Officer Chat, or Chat Group.

To control what messages are visible in this channel, check or uncheck the boxes to the left of the message type.

To change colors for a specific message type, click on the name of the message type and use the arrow buttons.



There's been a lot of discussion, controversy, and misunderstanding about light tanks in Dark Age of Camelot. One of the main requests we get is an explanation for what purpose a light tank serves in a group (both in PvE and RvR). In our definition, light tanks are Blademasters, Mercenaries, and Berserkers. There is a fuzzy line in some places (the Savage can also be considered a light tank) but for the purposes of this discussion, we're only talking about Blademasters, Mercenaries, and Berserkers.

The purpose the light tank was designed for was to be a damage dealer, but not have much defense. Because of this, they should not be a good one-on-one class, but they should be able to do a great amount of damage when not holding aggression from an enemy player or monster.

A way of illustrating this is that a Blademaster should not be able to go head to head (one on one) with an Armsman or Warrior (primary tank) and reliably win. However, a Blademaster and a Hero working together should be much more effective in dealing damage than two Heroes working together. The same holds true for the other Realms - A Mercenary should not be able to take on a Warrior head to head and win reliably, but a Mercenary/Armsman team should be quite effective. This is why the primary combat style chains for these light tanks are positional in nature - they assume that someone else is holding a monster or enemy player's aggression.

From reading this description, everyone familiar with these three classes will know that they deviate from the design goal in several different points. Berserkers do more damage, as they can (usually) go head to head with a same-level primary tank from an enemy realm and win. Those who play Blademasters and Mercenaries know that in RvR they can not only not go head-to-head with an enemy tank, but they are not even as effective as intended in tandem with another primary tank - two Armsmen or two Heroes are more effective than working with their Realm's light tank.

In light of this, we are making some changes in 1.62 to even the playing field. Mercenaries and Blademasters do less damage than they should, so in this update, we are increasing substantially the bleed damage on their high-spec level styles that have a bleed component, as well increasing the damage on some other styles. In addition, we're making some changes to Blademaster and Mercenary special abilities in this version - check out the "Class Updates" section below, for more details.

The Berserker being overpowered comes from the fact that Left Axe combat styles do too much damage overall, which makes them - as well as "Shadowzerks" - do more damage than they should. So, Left Axe style damage is being reduced to return Berserkers to be consistent with the light tank philosophy.

Blademaster Changes

- The Blademaster Triple Wield special ability has been updated. It is now on a 7 minute re-use timer (it was previously set to 30 minutes). It now will stack properly with other damage adds - it will always increase damage no matter what other buffs or damage adds are currently affecting the Blademaster. Triple Wield also now makes Blademasters immune to critical melee damage.

- The Ice Storm -> Tempest -> Supernova chain has been modified for Blademasters only (i.e. Rangers and Nightshades are not affected by this). The damage for each has been increased, and Ice Storm now has a short stun component.

- Increased bleed damage for Celtic Dual combat styles Tempest and Twin Star. This is a Blademaster ONLY change - other classes that receive Celtic Dual will not see increased bleed effects on these styles.

Mercenary Changes

- The Mercenary Dirty Tricks special ability is now on a 7 minute re-use timer (it was previously set to 30 minutes), and has changed in effect. It now activates a 30 second offensive proc effect on the Mercenary that applies a 10 second debuff on the Mercenary's target every time it is hit. This debuff gives the target a 50% chance to fumble all their melee attacks while under the debuff's effect.

- The damage for both styles in the Flank -> Shadow's Rain combat style chain has been increased for Mercenaries only (Infiltrators are not affected).

- Increased bleed damage for Dual Wield combat styles Dark Tendrils and Dual Shadows. This is a Mercenary ONLY change - other classes that receive Dual Wield will not see increased bleed effects on these styles.

- The Dual Wield combat style Dark Tendrils is now based off Parry for Mercenaries. Formerly it was based off Evade. Please note that Infiltrators will still have Evade as the opening for this style.

Left Axe Changes

- Reduced the damage done by Left Axe Combat Styles. This will affect both classes that can specialize in Left Axe (Berserkers and Shadowblades).

- Berserker Left Axe Snowsquall, Icy Brilliance, and Aurora Borealis have had their damage slightly increased (based on the new damage, see previous note) for the Berserker (only, this change will not affect the Shadowblade). Additionally, Aurora Borealis now chains off of Icy Brilliance and has a cold-based DD proc.



Dark Age of Camelot now supports creating new mid-level (20th level) characters for those players who have attained 50th level on any character on any server. In addition, we've flagged certain Realms on some servers as "underpopulated" - on those Realms, if you are eligible to use the /level command, you'll be able to create a new 30th level character.

Check the Camelot Herald at www.camelotherald.com for a list of Realms (by Server) where /level will grant you a level 30.

Once the flag is set, you can enter the game as a brand-new first level character with zero experience points. You must target your trainer and use the /LEVEL command to grant your player experience. You'll start with at least enough experience to raise to 20th level (30 on some Realms on some servers). You must go to your trainer and right click on him to gain levels.

Note that any existing character who is below the experience being granted can use the /level command. Use of this command will grant experience to reach level 20.5 or level 30.5

Please note that we can dynamically change what level (20 or 30) the /level command will grant you. When we decide to change a Realm's /level status, we'll make a post on the Herald to announce the change.



We've implemented the newbie guild system, so now all new characters will be pre-set in a guild. This is the same system that has been featured on the PvP servers for the last few months. Now, when you create a new character, you'll be placed in a guild that is based on your new character's starting location. This will give legitimately new players some community in their general starting area via guild chat and an easy way to meet up with like-level new players.

There are four guilds per Realm, each named based on the geographical location. You can remove yourself from the newbie guild by doing a "/gc quit" any time. Please note that you can technically remain in these guilds for the life of your character, should you choose to do so. Being automatically put in a guild at creation gives you an instant chat group and a sense of community with the other players around you. You can discard this guild at any time, and join a player-run guild when they you meet and are invited to the right guild.



Valewalker Changes

- The Valewalker base melee ability has been increased. Valewalkers will now do more damage every time they hit a target with a melee weapon.

- Changed combat style Damaging Grasp to be a rear positional style to make it easier to use. Previously it was in a chain.

- Changed combat style Stunning Blade to have a to-hit bonus.

- Changed Valewalker Close Path line to a shout with a 20 second recast timer.

- Added Mystic Crystal Lore, Raging Power, Wild Power, and Wild Arcana to the Valewalker RA list.

- Many Valewalker spells had inconsistent icons. These have been fixed.

Animist Changes

- Animist pets will no longer attempt to attack monsters that are set as "no kill" - merchants, gatekeepers, etc.

- Animist pets will now target all enemy players. Previously they would not attack gray or purple enemy players.

- The line of sight check for ground target turret summon spells should now be done before the spell is cast. This should prevent animists from losing power when they attempt to cast a turret in an area they can't see.

- The "In Air" check on turret casts has been removed because all turrets should be created on the nearest point of ground. The "You can't cast this spell in the air!" message will not be seen as much now. However, there are still some (vastly reduced) situations where this message will erroneously appear. We will continue to work on this problem in future patches.

- Animist pets will target purple monsters. Previously they would not attack any monsters higher than red.

- Corrected an AI bug in the Essence of the Tree, Guardian Emissary, and Woodspirit Sheath bombers that was causing problems with buffing other targets.

- The Constraining Spirit line has had its range increased to 1500.

- The Grove's Assailant line will now display correct information when delved.

- Animist Turrets should no longer attempt to target things which are not in their line of sight.

- Many Animist spells had inconsistent icons. These have been fixed.

- Increased range of the Animist Dancing Spark line to 1500.

- The Ligneous Sheath line of turrets should now properly buff realm-mates within range of their melee buffer spell.

- The turrets summoned by the Vent of Elemental Resistance and Vent of Physical Resistance spell lines now must be killed normally. Previously, they would always die on the first instance of damage taken by an enemy.

- Please note that we are aware of additional Animist line of sight issues that have not been addressed in 1.62. These problems still affect, in some cases, pet and caster line of sight. We'll keep working on these issues in future Camelot versions.

Bard Changes

- Ameliorating Melodies now heals twice as much (its tick frequency was halved from 3 seconds to 1.5 seconds).

- Rhythm of Hibernia, Rhyme of Earth, and Chant of Healing have all had their ranges increased to 2000.

- Added Dodger to the Bard RA list to give them the option of boosting their evasion chance while playing instruments.

- Bard Pulses on the PvP server should now work while their PvP immunity timer is up whether they're targeting themselves or not.

Warden Changes

- Added Mastery of Blocking, Wild Healing, and Mastery of Healing to the Warden's RA list.

- Increased the heal values on the Solar Conversion line, and increased the fatigue cost reduction on the Attack Unfading line. This is to give a reasonable reward for sacrificing martial skills for spec in Regrowth.

Eldritch Changes

- The Lesser Mana Ripple line has had its cast time reduced to 2.5 seconds, making it similar to PBAEs in the other realms.

- The spells Blank, Obliterate, and Extinguish Coordination have had a radius component added to them, making them similar to the Lesser Health Dispersal line.

- Reduced cast time of the Ethereal Concussion line to 2.6 seconds; this brings it in line with the Gleam Ray line.

- Added a baseline single-target strength debuff shout in Way of the Eclipse:

8 Cancel Strength
15 Negate Strength
21 Unmake Strength
29 Abrogate Strength
35 Void Strength
43 Vitiate Strength
50 Null Strength

- Added a baseline single-target dexterity debuff shout in Way of the Eclipse:

11 Void Snare
19 Void Net
25 Void Web
33 Void Clamp
40 Void Lock
48 Void Chains

- The Lesser Kinetic Dispersal line has had its attack speed debuff component replaced with a snare component.

- Eldritch class special RA Negative Maelstrom has had a cold resist debuff component added (and its base damage slightly reduced to compensate).

Enchanter Changes

- Tuned pet AI to allow pets to melee better while on the run.

- Raised threshold at which the underhill ally will heal.

- Changed underhill zealot AI so that it will no longer charge opponents instead of casting.

- Fixed underhill zealot's resist debuffing spell to properly debuff heat damage.

- Changed Dazzling Flash line to be a single target melee damage debuff.

Mentalist Changes

- Halved the round cost of the Illusory Enemy line.

- Decreased the cast time of the Delusion line to 3 seconds and increased the range to 1500.

- Changed the Curative Trance line to be a true Heal-over-time. It lasts 10 seconds, has a 2 second frequency, and has had its cost and healing amounts adjusted accordingly.

- Adjusted the costs of the Curative Trance. The new costs are:

10 Curative Trance 18
21 Restorative Trance 34
32 Healing Trance 47
43 Sanative Trance 58

Hero Change

- Stag Form ability is no longer usable while sitting. Hopefully this should eliminate some "misfires". It also now has an appropriate icon.



It's time to give Archer classes a bump in ability, as they have been somewhat left behind by the addition of many new abilities and spells in other classes. In this version, we attempt to bring the Archer back in line to be a fun to play class. However, it is not our intention to ever return the Archer to the sniping overpowered force that he was at Camelot's launch. These changes should make the Archer useful and fun, but not make him overpowered.

By "Archer", we are referring to the Hunter, Ranger, and Scout.

General Archer Notes

- We've adjusted the way we calculate fumbles for Archery. Archery attacks have always had fumbles calculated differently than regular melee attacks. We've reworked this part of the Archery fumble calculation to be more in line with the way melee fumbles work, meaning Archers should notice a substantial decrease in their fumble rates, somewhere on the order of 1/4 what they were.

- Camouflage timers will no longer be reset by PvE attacks. Only an attack by the Archer on another player or a pet or turret controlled by another player will reset the timer. Camouflage is designed to let the Archer scout in PvP situations, so PvE interactions should not affect its timer.

- We have seen complaints that Archers miss their targets at a higher rate then melee fighters. Please be aware that we have run extensive tests as well as looked at the formulas and have found the miss rates for Archers and melee are the same. We will continue to look into this as more reports and logs are generated by Archers, but for now there are no miss fixes.

- We have modified how the See Hidden ability interacts with Archer classes. We've varied the range that an assassin can see a non camouflaged hidden archer anywhere from 1/4 to 3/4 of the current range depending on the archer's stealth spec vs the assassin's level. On average this means that an assassin will have to be within about 1/2 the range that he can see the archer from compared to how the system works currently on the live servers.

Critical Shot Notes

- We've changed the way that aggression is calculated when Archers use Critical Shot against monsters. Now, aggro generated from damage done by a Critical Shot is divided among all group members of the Archer. Please note that the Archer will still get a fraction more damage than any other group member, but it will now be much easier to pull the monster off the Archer once it has been hit by a Critical Shot. This should make Archers one of the better monster "pullers" for any PvE group.

Arrows And Bladeturn

All three Archers now receive a new skill called "Penetrating Arrow", which allow them to penetrate, to some extent, Bladeturn spells. Here's the details:

- Penetrating Arrow will never go through Bladeturns (both pulsing and single-target) on the character that cast the spell. This means that a Warden who casts a bladeturn on himself will never have his own personal bladeturn penetrated.

- Bladeturns cast on group/realm mates can be penetrated. So a Hero that has a pulsing bladeturn (or single target) on him from a friendly Warden can have that bladeturn penetrated.

- Archers receive Penetrating Arrow based on their specialization in their particular Bow skill. They get Penetrating Arrow 1 at 30th spec, Penetrating Arrow 2 at 40th spec, and Penetrating Arrow 3 at 50th spec. Lower levels of PA do less damage by not fully penetrating the bladeturn. The highest level of PA does normal damage.

- Additionally, Longshot and Volley penetrate ALL Bladeturns, regardless of who cast them.

- Please note that in this version we have made sure that self bladeturns will no longer be overwritten by other bladeturns.

Rapid Fire

The three Archers now also receive a new ability called "Rapid Fire", which allows them to release their bow shot before the normal bow timer. Here's the details:

- When an Archer has this skill, at any time after halfway through their normal bow timer they can release the shot.

- If you release the shot 75% through the normal timer, the shot (if it hits) does 75% of its normal damage. If you release 50% through the timer, you do 50% of the damage, and so forth - The faster the shot, the less damage it does.

- Rapid Fire shots takes the same endurance as a normal bow shot, but do less damage.

- Archers receive Rapid Fire 1 at 35 specialization level in their particular bow skill, and Rapid Fire 2 at spec level 45. The difference between the two is how much endurance they take - RF 2 takes less endurance than RF 1.

- Please note that you cannot use Rapid Fire with Longshot or Volley.



In order to encourage pet casters to spec in their pet specialization spells, we are making many additions and tweaks to some of the pet casters in all three realms.

General Pet Notes

- You can now /face your pets.

- Pet targeted spells should now recognize whether the pet is out of range before the spell is cast.

- If you were far enough away from your pet for a long enough duration, sometimes your pet window would pick up another creature in the zone and start displaying its health. This will no longer happen - if you are too far away from your pet for too long, the pet's health meter will now disappear completely. When you move back in range of your pet, the health meter will reappear with the correct information.

Pet Control Note

We've changed the way that the different "modes" (passive, aggressive) work when controlling pets. Now, pets in aggressive mode will automatically attack non friendly targets (before that target performs any aggressive actions), so long as they are within the pet's aggressive range and the pet isn't currently engaged in another action.

In order to still allow the previous "aggressive behavior", where a pet in aggressive mode would not take any action on a target attacking the controller until the controller told it to, we have also changed the way that Passive mode works. Pets in Passive mode will now set their target, attack, and change to defensive mode when the "attack" button on the Pet Control Window is pressed.

The only exception to this new pet control change is the Bonedancer, due to the complexity of his commander/minion AI. For those Bonedancers who used Aggressive mode for passive behavior, you should instead use Passive mode, since in Aggressive mode your pets will not attack monsters. In RvR Bonedancer pets will attack players higher than "gray con" however. We will look at this issue in 1.63 and address it should the need arise.

Animist Changes

- Bombers now use the wisp model and will be visible at all times. Previously they used another effect that caused them to disappear in some cases.

- It is no longer be possible to summon turrets that cannot be attacked by melee attacks.

- Tangler turrets now cast increasing duration roots.

- Animists now have access to the RA Wild Minion.

- The Animist pet summoned by the Forestheart Ambusher Realm Ability have been increased to the proper amount of hitpoints for its level.

Spiritmaster/Runemaster/Bonedancer Changes

- Added a L50 DD, Obsidian Strike, in the Darkness base list to make it more consistent with the base lists in other Realms.

- Increased damage on Runemaster Runes of Pain line to be commensurate with damage adds in the other realms.

- The Cold and Matter resist debuffs in the Runemaster Runes of Destruction list (Vex of Cold line and Vex of Soil line) have been adjusted to require a higher spec to debuff the damage type of the baseline DD. The Vex of Cold line requires higher specialization level now, while Vex of Soil requires less. The new levels for all Runes of Destruction resist debuffs (Vex of Heat didn't change) are:

22 Vex of Heat
33 Vex of Fire
45 Vex of Flames
27 Vex of Cold
36 Vex of Frost
48 Vex of Ice
25 Vex of Soil
34 Vex of Dirt
46 Vex of Earth

Spiritmaster Changes

- Changed the Gift of the Fallen line to be realm castable with a 60 second duration. This means you can now cast it on friendly Realm members.

- Reduced casting time of the Dampen Lifeforce line to 2.5 seconds to make it consistent with other casters.

- Added a pet-only mez reduction buff, Tenacious Warrior Spirit at L35 and Indomitable Warrior Spirit at L45 in the Spirit Enhancement list, to help compensate for spirit warriors' lack of ranged attack.

35 Tenacious Warrior Spirit
45 Indomitable Warrior Spirit

- Spiritmaster pets, starting with the spirit soldier, now have a chance to take the melee attack for their controller. The chance increases up to the spirit champion. The caster must be standing close to the pet for this ability to be used.

- Added a pet-only attack speed buff to the Spirit Enhancement list.

10 Spirit of Melee
16 Spirit of Attack
21 Spirit of Combat
27 Spirit of Battle
34 Spirit of War
41 Spirit of Strife

- Added the Hinder Prey line to the Spirit Enhancement list, a pet-only offensive proc buff that gives the caster's pet a chance to ensnare a target for a short time. The speed reduction increases with higher levels, and it won't break in combat.

28 Hinder Prey
38 Snaring Blow
48 Hunter's Trap

Cabalist/Spiritmaster/Enchanter Changes

- Increased value on pet-only spec stat buffs to be equal to spec buff levels.

Cabalist Changes

- The Strengthen Golem and Hurry Golem lines should be checking the correct skill now.

- Added a line of pet-only runspeed enhancement buffs to the Vivification list.

25 Tracker Enhancement
35 Chaser Enhancement
45 Pursuer Enhancement

Enchanter Notes

- The underhill zealot pet now will always cast the DD + debuff spell. Previously it also had a chance of casting a DD + Snare spell which was not as effective as the DD + Debuff.

- Added a pet-only buff to the Enchantment Mastery list that enhances the effectiveness of the pet's spells. Against targets higher level than the pet, this should reduce the chance of a full resist. If used against lower level targets, damage done will go up.

40 Beguiling Will
50 Insidious Will

- Added a pet-only buff to the Enchantment Mastery list that gives a chance of a self heal each time the pet is hit in melee.

29 Enchanted Armor
38 Shimmering Armor
49 Splendorous Armor

- Swapped the levels of the Enchanter Amplify Heat and Amplify Matter lines. Previously, Enchanters were doing high amounts of damage too easily by being able to debuff an extremely high level DD of the same element. With this change, Enchanters will still be able to use this strategy, but now the amount of damage they can inflict will be more variable.

New Heat Debuff
27 Amplify Heat
36 Endow Heat
49 Empower Heat

New Matter Debuff
23 Amplify Matter
33 Endow Matter
44 Empower Matter

Mentalist Changes

- Ghostly Enemy now adds undead to the list of monster types that can be charmed, and Dream Enemy can charm any type of creature.



- Changed the Shaman Minor Earth Invigoration line (fatigue regeneration buff) to be realm targeted concentration buff. If the target of this buff moves more than 1500 world units away from the caster, it will stop affecting the target until he moves back within this range. As with all concentration buffs, if the caster is killed all the buffs he is supporting will drop.


- All Bolts have had their cast times reduced to 2.5 seconds.

- Fixed a bug where heal-over-time spells were not updating the target's health properly.

- Fixed a bug where snares that fire off combat styles were using a lower value than intended.

- Resist debuffs will now interrupt casters once again. Several versions ago, resist debuffs were temporarily changed to shouts and when that happened their interrupt checks were removed. Soon after that patch, resist debuffs were returned to a castable spell (i.e. were no longer shouts). However, they were still set incorrectly to non-interruptible. They have now been correctly returned to interruptible, as they are no longer shouts.

- Self bladeturns will no longer be overwritten by other bladeturns.

- Strength (and strength only) debuffs and disease spells should no longer reduce a player's encumbrance below their unbuffed maximum. Debuffers were using the fact that you could reduce an enemy to 0 movement speed as an effective one minute total snare with no counter, which was not the intention of strength debuff spells.

Realm Abilities

- The Wizard class special Realm Ability Volcanic Pillar has had its damage and radius increased.

- The Augmented Acuity RA now affects power pool and damage for Nightshade spell abilities.

- The Whip of Encouragement Realm Ability has had its reuse timer lowered to 10 minutes and will no longer break in combat.

- The Excited Frenzy Realm Ability has had its reuse timer lowered to 10 minutes and it should properly increase a pet's attack speed.



- Hibernia: Elves can now be Blademasters.



Epic Zones Revisited

In a continuing effort to revitalize under-utilized areas of the game, we have revisited the three zones that contain the original dragons. After evaluating all three, we are adding new AI for all the existing named mobs to increase the variety of encounters in the zone, and tweaking the Dartmoor and Sheeroe Hills zones so they will hopefully have as much appeal for players in those realms as Malmohus has for Midgard players. In order to do this, we have decreased the scout range of all scout mobs in each zone. This should allow players to navigate the zone easier and lower the chances of having mobs aggro from distances that are too far for players to deal with. We have also lowered the spawn times of some generators that were spawning faster than players were able to reliably deal with.

Additionally, all three dragons have had their damage on one of their two breath spells greatly lowered.

/Leveled Character Equipment

With the /level command, a system has been added to equip the newly high leveled characters with some base equipment. The following NPCs will be able to assist you in obtaining these items.

Camelot: Hadreth, Assistant Wells, Galaris Pritchard, and Lucia Pritchard.

Tir na Nog: Carraent, Aetheonyc, Rhyryn, Gwucyn, Somyr, and Caryan

Jordheim: Gair and Kelleher

General Quest Notes

- Item drops for the Level 20+ bounty quests should now all be stackable. The quest NPC's will only take one item at a time, so players will need to unstack the items in order to turn them in.

- We are thrilled to announce that the winning entries of the "Once Upon a Time..." quest contest have been implemented into the game. There is one for each realm: The Hibernian quest is called, "Two Ales, Ailish!," the Albion quest is called "Heart of Albion," and the Midgard quest is called, "The Legend of Fenrir's Folly." Be sure to read the winning entries on the Herald, we are certain you'll be as impressed with them as we were, and hope that you'll enjoy our implementations of these wonderful stories.

Albion Quests

- "Heart of Albion": Lady Nimue in Avalon Marsh seeks someone willing to gather the scattered shards of the Pendant of Hope.

Hibernia Quests

- "Two Ales, Ailish!" Speak with Iao in the Green Rose Pub in Tir na Nog. He seems to have lost his glasses and could use some help finding them.

- Season of Remorse - Irksa, in Howth, has been asking for a brave soul to help rescue some noble empyreans.

Midgard Quests

- Silent Death - Savages that received a hand to hand weapon but are specced another way, may now turn in their hand to hand weapons to Vahn in Mularn for a ONE TIME weapon exchange. Be very sure this is what you wish to do because all trades are considered final.

- The Legend of Fenrir's Folly - Silvertone in Vasudheim has an interesting story to tell about an adventure with his friends and the dread wolf Fenris.

- Dying wish and Burning Realm - Gudlor, in Huginfell, is seeking adventurers to help defend the realm.


- Albion: The Fallen Warriors in Barrows are now set correctly to undead monsters.

- A new wisp model has been added to the game. You should see them floating about the world.

- Albion: The Rock Giant Wizards and Shamans in the Albion frontier are now correctly set to uncharmable.

- Midgard: Fixed a problem with the Vendo Snake Charmer in the Vendo Caverns where upon his death, the summoned snakes would vanish. Now, they will remain up until they have been killed.

- Hibernia: The Troglodytes and Thorg in Treibh Caillte have been correctly set to type "humanoid".

- Hibernia: The Amalgamate Parthanans should now spawn correctly.

Item Notes

- We have enhanced items in one dungeon per realm to increase the dungeons desirability as a hunting ground. Note that these changes are retro-active. If you have any items from the following dungeons; Koalinth, Tepok's Mine, and The Cursed Tomb, give them a check. Many items from these areas were increased in effectiveness.

- The reactive procs on Omni armor were set to the intended spell for each location.

- The Diamond Dagger (Albion) now increases the slash skill and not thrusting.

- Dommel's Fiery Gauntlets (Hibernia) received after this patch should salvage for the proper material.

- Robes of the Neophyte (Albion) can now be dyed with the appropriate dye type.

- The Blodstein Ring (Midgard) now has the following stats: +2 power, +2 cave magic, +2 mending.

- The Elder Staff of Iceshadow, Elder Staff of Icy Sundering, Elder Staff of Frozen Runes, and Elder Staff of Windy Calling (Midgard) can now be equipped by bonedancers, and also have had particle effects added.

- The Deamhan Circlet of Speed (Hibernia) has been replaced with a new level-appropriate version called the Deamhan Circlet of Agility. Note that this new item is not the original item, so the Deamhan Circlet of Speed players may already own will not be updated.

- Each realm now has a suit of "roleplay" clothes, available on the existing roleplay hat merchants. Just like the roleplay hats, these outfits are intended for looks only, so they do not qualify as armor pieces.

- The curmudgeon crab-catcher in Hibernia should no longer drop Albion items.

- The Resilient Sleeves, Resilient Gloves, and Cap of the Keen Mind (Albion) no longer have class restrictions, so that necromancers are able to use these items as well.

- Siegecraft items should now have an inventory icon.

- The Lightbringer sword (Albion) now increases the slash skill instead of chants.

- The Vendo Flesh-flayer (Midgard) will no longer delve as having a proc. This item was not intended to be a proc'ing weapon, so the spell was removed.

- The flint knife (Albion) will no longer delve as having a proc. This item was not intended to be a proc'ing weapon, so the spell was removed.

- Most of the boss mob loot in the frontier dungeons has been upgraded. The old stats were compared to SI's boss mob imbue points and brought up to par. The only items that were not increased were already equal to or above equivalent SI boss mob loot in bonuses. In addition, a few new items were added for the Reaver, Necromancer, Animist, Valewalker, Savage and Bonedancer.

- Instances where objects that began with a vowel but were prefixed by the article "a" (a orb of animation) have been corrected.

- All cloaks can now have dyes and emblems applied.

- Future drops of the Sleeves of Night Fire (Hibernia) should salvage for chitin strips as intended. Any drop previous to this patch will salvage for diamond bars.

- Future drops of the Shadowsilk Gloves, Shadowsilk Vest, Shadowsilk Pants, Elven Gossamer Gloves, Elven Gossamer Vest, and Elven Gossamer Sleeves (all from Hibernia) should be the correct level for the mobs from which those items drop. Players who already own those items will need to go out adventuring to replace those items, as the field changed will not automatically update on existing items.

- A focus of deathsight has been added to the Mortal Coil Scrying Staff (Albion).

- The Lifeblinder staff (Albion) has been replaced with a new staff called Staff of the Lifeblinder. The Lifeblinder staves already in existence will remain unchanged, but will no longer drop. The new version of the staff has a focus added in place of one of the bonuses from the original Lifeblinder.

- Particle effects have been added to the Flesh Stretched Riddle Staff, Mortal Coil Scrying Staff, the old version of the Lifeblinder staff, and the new Staff of the Lifeblinder (all in Albion).

- The cloth version of the Sleeves of Buri (Midgard) should now look like cloth armor and can be dyed with cloth dye.

- The Wretched Skin Robe (Albion) should salvage for the proper amount.

- The Heavy Bastard Sword (Hibernia) should no longer appear to have a proc in delve info.

- The items in Dartmoor, Sheeroe Hills, and Malmohus have been upgraded to Shrouded Isles standards in bonus points, except for the dragon-specific loot. All items changed were increased in points...no items bonuses were lowered.

- The Njessi Carved Fang (Midgard) should now require sword skill instead of two-handed.

- The Lucent Spirit Helm (Hibernia) no longer increases strength twice. Instead, one of the strength entries is now dexterity.

- The Omni Enchanted Cap and Omni Enchanted Boots (Hibernia) should now be named properly for the slot in which they equip.

- Blessed Loki Boots (Midgard) should now salvage properly.

- The Sword of the Fiery Heart (Midgard) now has stat increases.



Bounty Quest Notes

- All SI Bounty quest items have been changed to sellable and stackable. The maximum stack is 15. NPCs will not take an entire stack. You will need to unstack and give bounty items one at a time.

Porting Note

- We have removed the wait time for the portal from the expansion areas to the realm portal keeps after another player begins to teleport back. Players can now teleport back to the portal keeps at any time without waiting for the portal ceremony to finish.

Midgard Quests

- Stoneheart - The Runed Cloak of the Trolls and the Cloak of the Troll Fathers needed to complete this quest are no longer tradeable.

- Ota's Quest - Berserkers who recieved the Griffin's Impervious Pelt Shield will be able to turn that into Ota Yrling in Aegirhamn for a new item that is useable by Berserkers.

- Mammoth Hunt - Vorkald will now give Furry Boned Legs with the appropriate AF. For those who received the original legs, you may return to Vorkald and turn them in to receive the appropriate ones.

- Mammoth Hunt: We have slightly toned down the difficulty of step 5, which requires players to clear a Morvalt camp.

Albion Quests

- Free the Rogue - we have made some significant changes to this quest to make it easier for players to lure Mercal from his hiding place. Also, players no longer need to accompany Mercal on his return to town, he will meet you there.

- The Lost Stone of Arawn - Sali'ah now let's the players know that the archmace is a two-handed weapon.

Hibernia Quests

- Fylara's Armor - In response to player concerns about the long wait for broodmothers, we have decreased the wait time between broodmother spawns.

Albion Monsters

- Caer Sidi: The Apocalypse encounter should no longer stall and be unable to restart after a failed attempt.

- Dales of Devwy: The spawn rate of the Hoges, Lindon, Dyer, Parmenter and Tinctor ghost families have been lowered slightly.

- Caer Sidi: Lich Lord Ilron should no longer reset his encounter when he is not supposed to.

- Players releasing to the bindstone at Wearyall Hill are less likely to be attacked by monsters around the bindstone.

- Haunted appletree seedlings will be longer be given as kill tasks.

- The amount of time before Xanxicar's lair (The Crystal Cave) fills with lightning has been increased.

Hibernia Monsters

- Aroon the Urlamhai in Galladoria should not aggro through the walls anymore.

- The special sonic attack used by most shriller monsters should now work reliably.

- Lesser anglators should no longer attack you while invisible.

- The difficulty of the final Galladoria encounter has been lowered.

Midgard Monsters

- Iarnvidiurs Lair: Hurjavelen will no longer BAF with the other mobs in it's area.

- Aegir's Landing: The Morvalt that join Gormor and his lieutenants in their disease attack on Dyrfjell will no longer linger outside of the town after their leaders have left or been killed.

Dungeon Notes

- Trollheim: A bug in 'The Rift' encounter in Trollheim that did not allow The Rift monster to give experience or drop loot has been fixed.

- Trollheim: Bring a friend problems where monsters would attack from below or above a room have been reduced.

- Tuscaren Glacier: Several bugs with the Icelord Skuf and Steinvor encounter have been fixed. Steinvor's seers should now work better. Both Steinvor's and Skuf's magical abilities should now work better.

Item Notes

- Flurry's Dancing Defender (Albion) should now increase +slash resist, instead of having two separate thrust resist entries.

- Steinvor's Sturdy Axe, Steinvor's Frenzied Axe, and Skuf's Cave Crusher (Midgard) can now be dyed with the weapon dyes from Tuscaran Glacier.

- The Vine Wrapped Defender (Hibernia) has a new model.

- The Ancient Stag Spine Spear (Hibernia) no longer has two spirit resist entries. Instead, one of the entries has been replaced by slashing resist.

- Easmarach's Stinger (Hibernia) can now be dyed with the weapon dyes from Galladoria.

- The Water Cat Pelt (Midgard) should now stack properly.

- The Vest of the Infamous Blade (Albion) should now look like leather armor as intended.

- The Cured Saracen Skin Cloak, Cured Highlander Skin Cloak, Cured Avalonian Skin Cloak, and Cured Briton Skin Cloak (Albion) can now have an emblem and dye applied.

- The spelling of Tiaga's Blessed Charm and Tiaga's Charm (Hibernia) is now correct.

- The Ancient Engraved Maul (Midgard) should now look like a two-handed hammer as intended.

- The Drakoran Scale Chain (Albion) is now set to the appropriate level.

- The Symbiotic Wrap and Arcane Symbiotic Wrap (Albion) now look like a bracer as intended.

- Urchin filchers (Albion) should no longer be dropping level 8 jewelry.

- Soxulfr's Hammer Belt (Midgard) should now equip in the waist slot as intended.

- The Sapphire Encrusted Ring (Albion) that equipped in the waist slot has been renamed Sapphire Encrusted Belt.

- The Bladed Crystal Rapier (Hibernia) now increases intelligence instead of the valor skill.

- Devmer in Albion should no longer drop jewelry items with focus increases.

- The Morvalt Obsidian Sword in Midgard that is a bounty quest item can no longer be equipped.

- The proc on the Brazen Stout Defender (Albion) has been changed to a different spell that should no longer conflict with a friar's own buffs.

- The particle effect on Steinvor's Frenzied Axe (Midgard) should fit correctly.

- Shambler's Large Axe (Midgard) should now increase the axe skill instead of slash.

- The Belt of the Deceitful (Albion) should now look like a belt instead of a bracer.

- The Darkened Vine Dirk (Hibernia) can now be dyed with the weapon enamels from Galladoria.

- The urchins in Albion should be dropping level appropriate gear now.

- In Caer Sidi, there were two drops called "Diamond Encrusted Ring." One of those items fits in the waist slot, and the name has been changed to Diamond Encrusted Belt, as originally intended.

- The Ancient Brass-shod Staff (Albion) now has a reuse timer and can be recharged.

- Host's Regenerative Skin (Albion) can be dyed.

- Yrjo in Aegirhamn now sells low level spears. Niklaas now sells low level two-handed axes, hammers and swords.

- The Emissary of Logi hand-made loot (Midgard) has had a few changes. The Emissary's Ring now increases parry instead of slash. Also, the Emissary's Ring, Logi's Gem, and the Emissary's Tassel Belt did not have the correct amount of points assigned to magic bonuses. These have been increased to the appropriate level on all three items.

- The Griffin Claw (Midgard) is no longer wieldable in the left hand.

- The model for the Dreaded Frost bound Fang has been changed to better reflect the area it comes from.

- The Mayor's Ruby Ring (Midgard) can now be equipped in the ring slot.

- The Griffon Slicer, Dark Weaved Vest, and Dark Weaved Leggings (Midgard) now have a proc chance set.

- The Vine Covered Scythe and Verdant Scythe from Galladoria have new weapon models and particle effects.

- The Verdant Recurve Bow and the Primal Windwalker's Bow from Galladoria now have new bow models.

- The Dreaded Frostbound Fang (Midgard) now has a particle effect.

- Anyone with a non-glowy version of Aroon's Ancient Staff or Aroon's Verdant Staff (Hibernia) should note that particle effects have been added.

- The Essence Shifted Flail and Essence Shifted Whip (Albion) should include their correct name in combat text (ex. You hit xxxx with your flail, You hit xxxx with your whip). Previously, the flail showed up as mace in combat text, while the whip showed up as flail.

- The Azure Silencer Fang and the Livid Silencer Fang (Albion) can now be dyed with the weapon enamels from Caer Sidi. Please note that using dye on these weapons will change only the hilt color.

- The Obsidian Doomspear (Midgard) should now proc as intended, and the +parry bonus has been changed to +stealth.

- Quillan's Reinforced Vest (Hibernia) should now be dyed with enamel dye instead of leather dye.

- The Shadowed Blackthorn Mace (Hibernia) will now repair for the correct cost.

- The Medallion of Albion (one of the rewards in the Secret Orders quest in Albion) has been changed. There will be NO TURN IN NPC for this quest. Don't look for one. Your item will simply update by itself.

- Palifan should no longer be dropping crossbows with longbow skill increases.

- The Disembodied Gauntlets (Albion) now increase the slash skill instead of sword.

- Gazsi's Friendship Staff (Midgard) can now be salvaged.

- Herbalist's Tunic of Power (Midgard) can now be salvaged.

- The Trident of Soulless Lament (Midgard) can now be dyed with the weapon enamels from Tuscaran Glacier.

- The Ring of Shadows (Albion) should now have the icon of a ring instead of a gem.

- The Morvalt Forced March Ring (Midgard) will now fit in the ring slot as intended.

- The Ring of Tangled Vines (Hibernia) now has a use timer and can be recharged.

- The following weapons from Tuscaran Glacier can now be dyed: Tuscarian Runewalkers Staff, Tuscarian Soul-tethering Staff, Tuscarian Nifl-tethered Staff, Tuscarian Soul-wrenchers Staff, Tuscarian Bonesplitters Staff, Tuscarian Bonewalkers Staff, and Tuscarian Shadow-tethered Staff.