Dark Age of Camelot

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Dark Age of Camelot
Dark Age of Camelot Fifth Anniversary Edition box art
Developer(s) Mythic Entertainment

EA

Publisher(s) Mythic Entertainment (US), Wanadoo (DE/FR/UK/SP/IT)
Designer(s) Mark Jacobs
Engine Gamebryo Engine

Foliage - SpeedTree

Platform(s) Windows
Release date(s) October 10, 2001
Genre(s) MMORPG
Mode(s) Multiplayer
Rating(s) ESRB: Teen (T)
Media CD or Public Download

Dark Age of Camelot is a 3D medieval fantasy MMORPG that revolves around war between three realms following King Arthur's rule.

DAoC includes both Player vs Environment and Realm vs Realm combat. Players can choose to adventure alone or join groups. Players may also join battlegroups, which are formed so all members can get completion credit in large scale PvE encounters and for communication purposes in RvR.

Player vs player combat takes the form of Realm vs Realm. RvR restricted to a limited number of zones where action ranges from massive battles to one vs one fights. Players are awarded points, which are used to purchase additional abilities, by killing enemy players. Participating in RvR combat is strictly voluntary in DAoC and free for all PvP only exists on a dedicated server.

PvE focuses on defeating monsters found in dungeons, the open world, and RvR zones. Players earn experience points towards obtaining levels by killing both monsters and enemy players. Gaining levels yields new skills, abilities, and access to expansion areas. The current maximum level is 50. Expansions to the game offer alternative advancement type levels that grant additional abilities to level 50 players.

The decision to develop Dark Age of Camelot was made in late 1999[1]. The game was released in October 2001.

Contents

[edit] Interface

Character control is, for the most part, by means of either the mouse or keyboard. 'Quickbars' of 10 slots each can be customized with spells, weapon attack 'styles', or macros, and can be either clicked on or selected with the number keys to activate.

[edit] Spells and effects

DAoC includes a diverse range of spell types and effects, which include:[2]

  • Heal The target is healed for a random amount of damage within a certain value range.
  • Heal over Time (HoT) The target is healed for small amounts at intervals for a set duration; the total healed is usually high when compared with healing spells of similar casting cost.
  • Heal rate increase During combat, the natural healing rate is reduced. Therefore Heal rate increase spells are most effective out of combat.
  • Concentration Enhancements The most common form of 'buff' in DAoC. Concentration spells have two limiting factors: In practice, the caster usually will usually hit the 20-buff 'cap' first, but there is also a cost value for each buff cast, and a set limit determined by the caster's level of specialization.
  • Timed Enhancements A few 'buffs', often buffs that can only be cast on the caster themselves, expire after a certain period, usually 20 minutes.
  • Tethered Enhancements Buffs with a large radius around the caster within which the buff is in effect on its target.
  • Summons 'Pet' spells summon a NPC ally under the control of the caster.
  • Charm Cast on an NPC enemy, converts it to a 'pet' ally.
  • Concentration spells Requires the caster to stand in one place and take no other action during the duration of the spell. The most common form is the Damage Shield.
  • Damage shield When attacked, a character with a damage shield does damage to the attacker.
  • Timers are used on some spells, such as 'bolts' and 'instants', to limit their use. After use, the timer prevents re-use for a set amount of time, with a visual representation to show the remaining time until re-use.
  • Instants or 'instas' are ranged, and are usually 'debuffs', although there are many damage instas.
  • Debuffs Lower primary, such as Strength, or derived, such as attack speed or even the comprehensive 'Effectiveness' statistics, or lower resistance to a particular elemental damage.
  • Direct Damage (DD). Ranged damage, instantaneous effect once casting time is complete.
  • Bolt. DD with longer range, medium to long casting time, higher damage, and 'timers' before re-use. Eldritch, Runemaster, Wizard.
  • Area (of) Effect (AE, AoE) DD with a radius around the target. All enemies within the radius take the listed range of damage.
  • Point Blank Area (of) Effect (PBAE, PBAoE) AE of usually markedly high damage, with a radius centered on the caster.
  • Ground Targetted Area (of) Effect (GTAE, GTAoE) The caster can move a ground target cursor with arrow buttons or the mouse; when the spell is cast, enemies in the area of effect take damage. Is less affected by damage reduction against high level targets than other spells. Eldritch, Runemaster, Wizard.
  • Damage over Time (DoT) An successful casting of a DoT on an enemy causes them to take small amounts of damage at intervals for a set duration; the total damage is usually high when compared with DD spells.
  • Life tap/Lifedrain Usually slightly lower damage than DDs, life drains heal the caster for a set percentage of damage dealt.
  • Power drain The Necromancer does a DD spell that returns a set percentage of power to the caster.
  • Life bestow The Cabalist and Spiritmaster can drain their own life to heal a target.
  • Root The target's run speed is reduced by 99% for the duration of the spell, or until the target takes damage.
  • Snare The target's run speed is reduced for the duration of the spell or effect; in some cases, damage does not break the snare.
  • Mesmerization (Mez) The target can take no action for the duration of the spell, or until the target takes damage.
  • Stun Short duration; the target can take no action for the duration of the spell. Does not break if the target takes damage.
  • Bladeturn All casters and Wardens have access to the 'BT' that nullifies one attack and is then dispelled.
  • Chants Similar to Tethered enhancements in that the buffs only are in effect within a radius of the caster, chants do not require targetting, and are continuous until replaced by another chant or dispelled by the caster. Notable chants include: Heal, AC bonus, Damage increase,
  • Pulsing spells Very similar to chants; pulsing spells do PBAE damage, or PBAE debuff, or bladeturn, called Pulsing Blade Turn or PBT; a new bladeturn is given or an old replaced, with each pulse.
  • Cone spells AE spells with a radius centered on the caster; the area of effect is narrow near the caster and widens as it approaches maximum range.
  • Bomber Glowing sphere follows the target and does damage on impact. Similar to bolt in damage and that it follows target; slower to close to target, lower (DD) range. Animist.
  • Turret Pet cast in a fixed position determined with ground targeting cursor. Limited but long duration. Typically does ranged damage. Set, but very high, maximum limit of turrets castable by each Animist, and in total by multiple Animists in one area.
  • Elementals Pets with a limited, short duration that run to the target, or in range of it in the case of the ranged damage Ice pets. Theurge.

Notable combinations of the above spells available in DAoC include:

  • Instant debuff Many casters have these as part of their baseline list of spells, and often in one or more of their specialization lines as well.
  • Instant DD Bards, Bonedancers, Champions, Minstrels, Nightshades, Skalds, Thanes, and Valkyries can do damage with instas on timers.
  • Instant PBAE Thanes can cast this for small damage, on a timer.
  • Instant DoT Reavers and Valewalkers.
  • Instant Lifetap Bonedancers, Reavers.
  • Instant Mesmerization Bards and Healers.
  • Instant Stun Minstrels and Healers, and earlier in the game's history, Skald.
  • Damage/debuff Slightly lower damage, and a debuff to resistance to that element type. E.g. Wizard.


[edit] Realms

Dark Age of Camelot offers players a choice of three realms to choose from: Albion, Hibernia, and Midgard.

Albion is based on Arthurian legend, with such notable real-world places as Hadrian's Wall, Stonehenge, and other locations in Great Britain. The races and classes of Albion, in the original game and early expansions, tended to be more professions and peoples of European history and mythology than inventions of the gamemakers.

Hibernia is based on Celtic folklore and the landscape includes lush green rolling hills typical of Ireland. Although the quest storylines, placenames, and numerous game elements are firmly fixed in Celtic mythology, Hibernian races and classes are typically the creation of the gamemakers.

Midgard is based on Norse mythology and its landscape includes misty fjords and pine forests. Somewhere between Albion and Hibernia in its mix of Norse historical figures and mythology, and inventions of Mythic Entertainment. The adherence of the architecture to the forms and design of medieval and pre-medieval Norse architecture is notable.

[edit] Races

The races in the game are:

Albion: Avalonian, Briton, Half-Ogre, Highlander, Inconnu, Saracen, and the Korazh.

Hibernia: Celt, Elf, Firbolg, Lurikeen, Shar, Sylvan, and the Graoch.

Midgard: Dwarf, Frostalf, Kobold, Norseman, Troll, Valkyn, and the Deifrang.[3]

[edit] Classes

Although each realm's classes differ in specific abilities, DAoC's classes are broken down into the four common RPG archetypes: warrior 'tanks', spell casters, rogues that use stealth, and healing priests. Hybrid classes, which combine skills from any two of the archetypes, also exist in all 3 realms. DAoC's classes are balanced at the RvR level instead of in direct comparison to the other realms' equivalent classes. DAoC classes are very rigid with specific roles, play styles, and specialization point allocations.

Albion: Armsman, Cabalist, Cleric, Friar, Heretic, Infiltrator, Mauler, Mercenary, Minstrel, Necromancer, Paladin, Reaver, Scout, Sorcerer, Theurgist, and Wizard.

Hibernia: Animist, Bainshee, Bard, Blademaster, Champion, Druid, Eldritch, Enchanter, Hero, Mauler, Mentalist, Nightshade, Ranger, Warden, Valewalker, and Vampiir.

Midgard: Berserker, Bonedancer, Healer, Hunter, Mauler, Runemaster, Savage, Shadowblade, Shaman, Skald, Spiritmaster, Thane, Valkyrie, Warlock, and Warrior.

The tank classes are pure close ranged fighters and have virtually no ability to deal ranged damage, but they wear the heaviest armor and have abilities to reduce the effectiveness of crowd control spells used on them. Melee classes in DAoC are divided into heavy and light tanks. Heavy tanks wear the heaviest armor in the game and often specialize in high damage two handed weapons for RvR or the one handed weapons and shield for PvE. Light tanks have higher damage output, dual wield weapons, and wear the second heaviest type of armor. Light tanks also have extra abilities to avoid crowd control in RvR. Heavy tanks include the Armsman, Hero, and Warrior. Light tanks are the Blademaster, Berserker, Mercenary, and Savage.

Casting classes have the highest damage output in DAoC. Casters have the lowest hit points and lowest level of armor in the game, but almost all casters have a form of crowd control spell to restrain enemies. Their spells can be easily interrupted and they are targeted quickly in RvR. Casters usually specialize in the control of 'pet' allies, and/or Damage over Time spells (DoTs), ranged 'direct damage' spells, or point blank area affect spells(PBAE). Although the majority of classes can cast spells of one kind or another, the caster classes are the Animist, Bainshee, Bonedancer, Cabalist, Eldritch, Enchanter, Mentalist, Necromancer, Runemaster, Sorcerer, Spiritmaster, Theurge, Warlock, and Wizard.

Stealth classes are capable of rendering themselves invisible to the enemy; this offers an advantage in intelligence gatherering in RvR, and allows them to choose when to attack. DAoC's rogues are divided into archer and assassin subclasses. Although the Minstrel hybrid class can train Stealth, the primary stealth classes are the Hunter, Infiltrator, Nightshade, Ranger, Scout, and Shadowblade.

Healing classes in DAoC heal and enhance the combat effectiveness of group members. Although a handful of hybrid classes can cast healing spells, the primary healing classes are Clerics, Druids, Healers, and Shamans.

Hybrids are a combination of 2 archetypes and range from warrior/caster to priest/caster. Hybrids offer a level of versatility not available to the other classes. The hybrid classes are Champions, Friars, Heretics, Maulers, Minstrels, Paladins, Reavers, Skalds, Thanes, Valewalkers, Valkyries, Wardens, and Vampiirs.

[edit] Alternative advancement

Many powerful abilities become available through points obtained by killing enemy players in RvR. Abilities can range from a full self-heal to uninterruptable spell casting for a brief time. Ability points become progressively more difficult to obtain as the character gains ranks in RvR. However, the difference between a high rank and low rank player can be immense even when they have equal equipment and are the same level.

The Trials of Atlantis Expansion brought a new depth to DAoC's PvE game. A wide range of ability lines are learned by completing a long series of quests. These quests often require several hours and large groups to complete. This expansion also introduced the most powerful items, which often require a large number of players and a high degree of organization to obtain, in the game.

The Darkness Rising expansion allows players to learn some of the basic abilities previously only available to other class archetypes. For example, a Warrior can learn a rudimentary healing spell or a ranged direct damage spell. These are the weakest type of post-50 advancement abilities.

[edit] Server types

  • Normal [4]. These servers are the primary set for game play. PvP is limited to designated areas and allows the player more control on what they want to do.
  • Classic [5] - on which PvE regions, abilities, and items from the Trials of Atlantis expansion have been disabled. The character enhancement spell system has also been altered so the character receiving these spells must be grouped with and remain relatively close to the caster.
  • Player Vs Player [6] - A single server has been setup to allow free for all PvP combat in almost all areas. Realm affiliations have been removed so unlike regular servers, its possible for a player to visit areas in all 3 realms. Players on this server can attack each other regardless of class, race, or realm origin.
  • Co-operative [7] - A single server similar to the Normal servers, except the designated RvR zones have been modified. Instead of RvR, the three realms cooperate and attack NPC controlled keeps, which are located in the RvR zones, and other PvE areas. A high percentage of the PvE action takes place in Darkness Falls dungeon. High level enemies defend the locations where PvP gameplay would normally take place. All classes and races are opened up to the player and teleportation is possible between realms.
  • Test [8] - There are also two test servers available, allowing players to test different abilities that may become possible in upcoming changes in game mechanics prior to Mythic fully implementing them.
  • Origins (Currently in development) - This server is designed to return DAoC to the game experience that it was in 2001/2002 due to popular demand. It will have several key features such as the "Old Frontiers" brought back and the game will be playable similar to its Pre-Expansion state with the exception of improvements made over the years such as the market system, housing, mounts, class balance and UI changes.[9] On January 23, 2009 Mythic made mention of this server in their weekly grab bag stating that, while no information was currently able to be shared, more information would come in the weeks ahead. [10] This was the first news about this server, from Mythic, in more than 6 months. On January 20, 2009 it was announced that Electronic Arts has laid off 10% of its work force and this may account for the lack of news [11]. Mythic has since stated that new 'considerations' have come into view regarding the development of the Origins server. They informed the community they were moving forward with development cautiously.

[edit] Server Clusters

In February 2005, Mythic Entertainment implemented "server clustering" combining three to six servers into a "cluster"- where certain locations (Capital cities and PvP areas) from multiple servers were the same location, and PvE areas of each server continued to be located on the individual server. This allowed for more PvP opportunity (especially on servers with low populations) and offered PvE players three to six times the area to hunt as well as the opportunity to group and join guilds with players from other servers. In March 2007, EA Mythic merged the PvE areas on the existing clusters, leaving only the housing zones separated by server.

Many players are sending messages to EA mythic trying to convince them to merge the Devon and Killibury cluster, however due to technical limitations EA Mythic has said this is near impossible to do.

The current Northern American clusters are as follows:

Bossiney cluster (Classic)
  • Ector
  • Lamorak
  • Gareth
Devon cluster
  • Akatsuki
  • Bedevere
  • Galahad
  • Igraine
  • Morgan Le Fay
  • Tristan
  • Iseult
  • Kay
  • Lancelot
  • Pellinor
Killibury cluster
  • Bors
  • Gawaine
  • Merlin
  • Palomides
  • Guinevere
  • Percival
  • Nimue
Test cluster
  • Pendragon (Test server)
  • Hector (Secondary Test server)
  • Uther (Internal Test Server only accessible to EA/Mythic employees)
Non-clustered servers
  • Mordred (Player vs Player)
  • Gaheris (Cooperative)
Former servers
  • Andred (Player vs Player), merged with Mordred
  • Gorlas (Player vs Player Test server), retained for internal use

European Servers currently ran by GoA

Glamorgan Cluster (German)
  • Avalon
  • Lyonesse
  • Logres
  • Stonehenge
  • Dartmoor
Dyvet Cluster (English)
  • Prydwen
  • Excalibur
Kernyw Cluster (French)
  • Orcanie
  • Carnac
Kattraeth Cluster (French)
  • Ys
  • Brocéliande
Canterbury Cluster (English Classic ruleset)
  • Glastonbury
  • Salisbury

[edit] Player Vs. Player, Play Styles

There are Three Main Play Styles in DAOC:[original research?]

Tower Defense
  • Group - Within the game, groups of players can agree to function as a team. The internal limit to the number of players within a single group is eight. Optimization of class composition and specification of the class and competition between single teams of eight players form the impetus for the 8v8 play style. 8-man teams operate in RvR zones; although there is nothing to stop a group becoming involved in a fight that is underway between two engaging groups, groups may allow a fight in progress to be completed without "adding" onto the fight, on an honor system. Group play tests tactical thinking and committed teamplay. Guild Groups will usually communicate via Ventrilo, a voice over IP software. This voice chat helps the group work together better when in combat.
  • Battlegroup (aka Zerg) - The term Zerg refers to a race in the StarCraft universe that generally defeat their enemies through the advantage of numbers but not necessarily the strength of any one member. Players who engage in this style of play often join together in an in-game text chat known as a "Battle Group" and are generally concerned with Realm vs Realm warfare as a whole: taking keeps and towers (also known as 'siege play'), capturing relics, and fighting the other realms' zerg(s).
  • Solo - This play style encourages the solo player to find his match against other solo players throughout the PvP areas of the game. Many players interested in this style choose their abilities and specializations to be tailored towards survival and success in short assaults on small numbers of enemies. Many solo players choose to play as healer classes, but are not the only classes that choose this style of play. Other classes that are considered to be feasible for soloing have a great deal of utility such as the ability to heal and cast damaging spells.
  • Stealthing - Stealthers are classes within each realm who are capable of becoming invisible at a distance. They are the most common solo classes as they have the greatest chance of avoiding disadvantageous situations. This style is very much concerned with timing and opportunity. Stealthing gives attackers the ability to stalk their target and pick out players that they can beat and attack at the best possible time. While playing a stealther class, very often the enemies you will encounter will be other stealthers, as they tend to hunt in the same areas. This is referred to as the "stealther war" and is considered by many as another subset of the game.

[edit] Realm vs. Realm

Realm versus Realm is the main focus of Dark Age of Camelot. The storyline revolves around what happens after the death of King Arthur, and his united kingdom falling apart (in this fantasy setting). Albion, Hibernia, and Midgard are in a three way war against each other and constantly war for control of powerful relics, keeps and towers, and even control of the entrance to Darkness Falls.

New Frontiers Specifications and Information will help one understand how RvR works and is designed for all character levels to compete in for their Realm.

[edit] Expansions

Mythic has produced seven expansions (5 retail, 2 free) for DAoC.

Note: A recent patch is mentioned in this list due to its impact on one of the expansions.

[edit] Shrouded Isles

(SI, November 12, 2002) - Added 6 new classes (Necromancer, Reaver; Savage, Bonedancer; Valewalker, Animist), 3 races (Inconnu, Valkyn, Sylvan) and a brand new land for each realm near the size of the old world (in addition to the old world), which also includes epic dungeons. This expansion pack is now a free download.

[edit] Foundations

(Housing, June 18, 2003) - Free expansion which added player housing and Consignment Merchants (the ability for players to set up a shop and sell ingame items, whether crafted or loot from monsters).

[edit] Trials of Atlantis

(ToA, October 28, 2003) - Added 3 new races (Half-Ogre, Frostalf, Shar) and high level content and zones (which are the same for each realm), also includes new terrain graphics for all areas of the game (including trees). This expansion pack is now a free download, as of October 31, 2005. The expansion featured items known as artifacts, and extra abilities known as "Master Levels". Artifacts, obtained by hidden encounters only become useful when the player finds the three scrolls hoarded by Atlantean monsters. Furthermore, artifacts must gain experience in order to reach their full potential.

[edit] New Frontiers

(NF, June 22, 2004) - Remake of the game's realm vs. realm warfare (free, required expansion). This included making the entire frontiers one zone (instead of each realm's frontier being separated), redesigning keeps and adding towers, and adding numerous types of siege aparatus.

[edit] Catacombs

(Cata, December 7, 2004) - Added 5 new classes (Heretic; Vampiir, Bainshee; Warlock, Valkyrie), instanced dungeons (where players entering certain areas get their own private dungeon to hunt in), and new zones and quests with an emphasis on faster and easier leveling. Also includes new player model graphics and new graphics for all the games' dungeons (except Darkness Falls). As of February 6, 2007, players may now download and venture into the depths of the Catacombs for free. This expansion can be downloaded via the website for no extra charge.

[edit] Darkness Rising

(DR, October 11, 2005) ( February 1, 2006 in Europe) - Introduced Champion weapons (much like epic armor), player mounts (horses), Champion Levels and subclassing (small abilities from another class), new dungeons and instanced zones for the new Champion Quests and new graphics for the game world's models (such as barns, haystacks and forts, this includes the Darkness Falls dungeon and the capital cities) which are following the design ideas presented in Mythic's new graphics for the starting cities. Darkness Rising was also the first paid expansion to Dark Age of Camelot able to be downloaded. A trailer has been created by GOA to showcase this expansion. Mythic also introduced a new island, called Agramon, which acts as a central island that connected the frontiers of the three realms. Unlike the rest of the Frontiers zones, there are no keeps and any player from any realm can open the gates that border the island.

[edit] Labyrinth of the Minotaur

(LotM, November 5, 2006) - Features include a new race (The Minotaur), a new hybrid class (The Mauler), a new RvR dungeon, and additional Champion Levels (6-10). Until this expansion, Mythic had never given each of the three realms the same race or class. [12]

[edit] New New Frontiers

(NNF, September 5, 2007) - While officially a patch and not an expansion, there were significant changes to the layout of keeps and towers as well as a revamp of the Siegecraft line (including the addition Siege Towers and Tents) in patch 1.90. The playerbase is referring to this patch as the "New, New Frontiers."

The new Hibernian Dragon from the Dragon's Revenge Campaign

[edit] Campaigns

Campaigns are like free expansions; however they build on the world that is already available in Dark Age of Camelot. They are six month long story arcs of dynamic content. During the six month period, new content is added in two-week intervals to help further the storyline. Because these changes are dynamic, some story lines will come to a close as others open. Periodic flash-point events within the story will have great effect on the world, and as chapters conclude, the stories and parts of the world they affect may change dramatically. In some parts of the story, player participation will ultimately be the catalyst for these story and world changes.[13]

A Dragons Revenge- (2007) - Beginning in the winter of the year of the Labyrinth, the dragons began to act erratically. At first it was a mystery to the villagers living outside of Camelot, Tir na Nog, and Jordheim, but in time it became apparent: the Dragons were on the move. No longer would they remain in their lairs, tucked away in the far reaches of the realms. Flying overhead, their enormous wings flapping in deafening rhythm, they were a terror never before witnessed in the small outlying villages of the capital cities. No village is safe from the terror of fire and ice raining from the skies! Striking without warning, they incinerate everything in their paths as the scholars of the realms struggle to discover the mystery behind these unusual attacks.[14]

In this Campaign players are asked to help fight off the powerful and growing dragons. Each dragon has spawned five adolescent dragons and recruited a powerful army. In a race to save the land, players must fight off the evil Dragonsworn army, defeat the adolescent dragons, and save their realms by destroying the realm dragons!

[edit] Storyline

Each realm has a unique but parallel storyline, which is expanded with retail expansions. The European distributors occasionally add their own writings and quests about the realms and their inhabitants.

In the original Realm zones, smaller cities in the realm need protection against monsters common to many other RPGs. Albion is menaced by undead raised by Morgana, Hibernia is torn apart by the Unseelie Court and Siabra, and Midgard by the treacherous Blodfelag.

Shrouded Isles - Each realm is called to assist a smaller allied realm against a large enemy. In Albion, the Drakoran have besieged the final strongholds of Lady Lile's Avalonians. Hibernia has come to the aid of Hybrasil, where the Sylvans face extinction at the hands of the Fomorians. Midgards ancestral home at Aegir has seen the Last of the Troll Fathers hunted down by the Morvalt. This expansion is now free.

Trials of Atlantis - The ruins of Atlantis have been discovered, as well as a portal to another Plane where the ancient Atlanteans underwent their trials. How did Atlantis come to its end and what powers were left behind? The Trials remain in a form twisted by the passage of time and the departure of the denizens of Atlantis. Ancient artifacts wait to be discovered and have their power and secrets revealed by learned scholars. Familiar figures from Greek and Egyptian mythology make their appearance in a new land waiting to be discovered. This expansion is now free.

Catacombs - A nemesis has taken control of the power within the Darkspire, gaining control of most of the denizens of an underground realm's race. Arawn, previously referenced as an ally of the Avalonians and patron of the Inconnu, has had his realm overrun by revolting dead and enslaved Inconnu. The Shar are only able to hold their ground at the gates of their Otherworld citadel. The Kobolds have been forced to open the secrets of the undercity to outsiders in a desperate bid for survival. This expansion is now free.

Darkness Rising - The King of the realm has returned to fight back a growing rebellion. Further investigations will reveal a conspiracy with a dark power behind the rebellion. To become a Champion of the Realm the player must defeat the demonic evil behind the unrest and return peace to the land.

Labyrinth of the Minotaur - The ancient race of Minotaur has returned to the lands of Albion, Midgard, and Hibernia to reclaim powerful but corrupt relics hidden long ago by their ancestors. Lust for these relics once brought about the downfall of the powerful Minotaur kingdom and their evil influence now threatens the kingdoms of Man.

[edit] Economics

Dark Age of Camelot promotes economic activity by means of a player market, for the sale and acquisition of items such as weapons and armor, and a system of Tradeskills which enable a character to create player-usable items, such as weapons and armor.

The basics - Currency in the game includes several denominations, valued as follows: 100 copper = 1 silver, 100 silver = 1 gold, 1000 gold = 1 platinum, 1000 platinum = 1 mythril. (Although mythril is a denomination of currency, you cannot have a mythril on any one character; the amount of coin will not go beyond 200 platinum.) Players may accumulate currency by engaging in RvR combat, PvE hunting, crafting by means of Tradeskills, trinketing, and the sale of items on the in-game player market. Players defeated in RvR and monsters slain in PvE all drop some quantity of coin which either falls automatically into the winning character's backpack, or can be picked up manually.

Tradeskills - Each character created by a player is able to study and advance in any of the six Tradeskills, which enable the character to create player-usable items which can in turn be sold to other players on the player market for coin. Tradeskills include: Armorcraft (heavy armor), Tailoring (light armor), Weaponcraft (swords, shields), Fletching (staves, bows, arrows), Alchemy (poisons, dyes), and Spellcrafting. Alchemy also enables a character to 'imbue' armor and weapons with special magical abilities, such as a damage spell which is triggered when an enemy strikes a character's armor, or a spell which heals a character whenever the character chooses to trigger the spell. Spellcrafting enables a character to imbue armor and weapons with a wide range of magic which serves to improve a character's statistics, skills, and resistances to damage. Initially players had restrictions on which tradeskills they could train, but characters are no longer restricted in their Tradeskill choice. Any character can choose any Tradeskill, and can raise the level of every Tradeskill they possess without restriction.

Support skills - All of the six Tradeskills are dependent upon a variety of support skills, such as metalworking, clothworking, leatherworking, and woodworking. An Armorcrafter's score in metalworking will automatically improve as the character creates metal-based items which advance its score in Armorcraft. However, support skills such as metalworking will not necessarily advance at the same rate as the primary Tradeskill, so characters may from time to time have to devote themselves to improving their score in one or more support skills.

Trinketing - Monsters defeated in PvE frequently drop player-usable items such as armor and weapons. Characters with sufficiently high support skills (such as metalworking, etc) can salvage these items for their raw materials, and then craft new items to be sold to NPC merchants, usually for significantly more coin than might be obtained by selling the original dropped item to an NPC merchant. This can be a significant source of income for characters with high Tradeskill scores.

Woodworking - A character's skill in Woodworking can also be used in the RvR zone known as New Frontiers to repair towers and keeps damaged by members of enemy realms. Making such repairs earns a character Realm Points with which to purchase new or improved Realm Abilities. However, in order to make such repairs a character must obtain wood, either from NPC merchants, Master Level 1 Convoker spell "Summon Wood", or by salvaging drops.

Player market - The player markets are located in the Housing zones unique to each realm, where no combat of any kind is permitted. Any character may enter the Housing zone for its own realm and make purchases from the player market by means of an NPC known as the Market Explorer. However, in order to sell items on the player market a character must have access to a player-owned house which is equipped with an NPC merchant known as a Consignment Merchant.

Housing - Any character with sufficient coin may purchase a house, but only one house may be purchased per player account on traditional servers, however on the co-op and pvp server, you can purchase up to 3, one per realm per character. Any character on a player's account may make use of a house owned by a character on that player's account. Players are also able to set permissions for their house to allow the characters of other players to use the house and its various assets, such as a Consignment Merchant, a Grandmaster Merchant, tools such as a forge or lathe, or a Vaultkeeper, among others.

[edit] Guilds

Guilds offer social, economic and PvE/PvE advantages that contrast with or exceed soloing and 'pick-up groups'. Each guild comes with its own chat channel, in-game ranking system, territory claiming ability, guild banking system, guild housing, emblem, and reward system in the form of guild bounty points and merit points. Each guild leader (or leaders, as the game provides for multiple leaders) can define their own set of rules and goals. The guild leader(s) can customize the privileges, (such as inviting new members, speaking in alliance chat, and claiming captured Towers for the guild) of each Rank within the guild. Furthermore, alliances can be formed between player guilds, which offer up a conjoined chat channel for all guilds within one alliance to communicate. A guild can be formed by a full group; the leader pays 400 gold to the Guild NPC and once all group players accept, the guild is formed, with the group leader as the Guild leader.

[edit] Subscriber Base

When DAOC first launched, the subscriber base quickly rose up to almost 250,000 subscribers by July, 2002 and then started to fall off to about 210,000 subscribers by January 2003 where "Shrouded Isles" expansion was released and populations climbed back up slightly, then in november of 2003 populations once again rose to 250,000 with release of the "Trials of Atlantis" expansion and remained at that level until october 2004 when market competition caused these numbers to gradually decrease over time. As of January 2008, the estimated number of subscribers was 50,000.

[edit] References

  1. ^ Gamasutra, Matt Firor
  2. ^ Camelot Herald Spell List
  3. ^ Descriptions, as-game rendering of faces Camelot Herald
  4. ^ Camelotherald.com - Traditional Servers
  5. ^ Camelotherald.com - Classic Servers
  6. ^ Darkageofcamelot.com
  7. ^ Darkageofcamelot.com
  8. ^ Camelotherald.com
  9. ^ Camelotherald.com
  10. ^ Camelot Herald
  11. ^ Gamespot.com
  12. ^ Overview DAoC.com
  13. ^ Dark Age of Camelot - Campaigns
  14. ^ A Dragons Revenge Main Site

[edit] External links

Official sites
Wikis
Fan and Community sites
Personal tools