Pendragon 1.50 Part One...

Here's the first edition of the new patch: --Sanya ======================================= Dark Age of Camelot Test Version 1.50 Release Notes Wednesday, April 24, 2002 ======================================= REALM ABILITY SYSTEM The time has come to take the wraps off our new Realm Ability system. The purpose of this system is to give higher-level players new abilities that they can attain by engaging in RvR combat. A secondary benefit is to give classes more abilities that can help them during RvR battles - for example, one of the Realm Abilities open to melee classes is to gain an increased resistence to stun/mez spells. Please note that this system will require lots of testing, and many of the abilities listed here will probably change at least a little based on tester feedback. We may also add new abilities, or shuffle existing ones around during the testing process. Please remember that there are Realm Ranks and Realm Levels. There are 100 Realm levels, which are divided into 10 Realm Ranks. For the Realm Ability system, each player will receive one Realm Skill Point for each Realm Level attained - giving the player a maximum of about 100 points to spend on these new abilities. In order to "spend" Realm Ability Points on a skill, you'll go to your standard class trainer. The Realm Abilities available to your class will be listed there. Please note that you do not have to have a high number of Realm Levels to be able to take advantage of these new abilities - in almost all cases, a character that has just a few realm levels can purchase at least a couple of new abilities. There are two types of realm abilities: Passive and Active. Passive realm abilities are always on, and can affect your character in small ways, generally 3% per level (high levels of passive realm abilities grant substantial bonuses, however). Active abilities have re-use timers between 5 and 30 minutes, and are either instant effects or duration effects lasting between 30 and 60 seconds. Each class has a list of abilities tailored to them, and each class has an ability unique to them. Some realm abilities have multiple levels, and each level will add more bonus. For example, the Augmented Strength realm ability awards 6 Strength points per level of the ability purchased, and there are five levels. So, in our example, a Level 3 Augmented Strength would give +18 Strength to a character. The costs for each level of ability, as well as the advanced abilities increase with the level you are trying to attain. Also, please note that some Realm Abilities have pre-requisites that must be purchased before you can buy them. Pre-requisite skills may have to be purchased to a given level before an advanced skill can be trained. For a complete list of Realm Abilities broken down by class, go to http://www.camelotherald.com/realmabilities.html. SAFE FALL FIX Those rogue-types who specialized up to level 50 in Stealth were not being awarded Safe Fall 5. This has been fixed, and all existing rogues with 50 stealth will now be given that skill. Additionally, future Rogues who level up to 50 in stealth will recieve the skill properly. LEVEL 50 ARMOR GRAPHICS UPDATE We've added in the graphics for almost all the level 50 armors. We will be probably be making some more additional tweaks to them, but they are now in the game. The following classes do not have new armor graphics yet: Infiltrator, Wizard, Sorcerer, Friar, Spiritmaster, Champion, Warden, and Ranger. These will be up on Pendragon tomorrow. SPELL SYSTEM NOTES - We've gone through all the bug reports from the last spell graphics update, and have made many fixes. Some spells had no effects at all, some were displayinng incorrect graphics, etc. WORLD NOTES Realm Portals: All portal stores will now indicate the names of battleground you will travel to during your later levels. Tradeskills: - The additional tradeskill areas in the three home cities should now host a merchant for each of the crafting skills. - Craft Trainers will no longer tell you "Welcome to our order!" when you have yet to join. Trainers will also correctly inform you if the craft is not available to your class. Hibernia World: Dungeon: Muire Tomb: One survivor of a grave-robbing expedition in Muire Tomb returned to Ardee, where he succumbed to madness. Before he became incoherent, he reported that his expedition had broken through the tomb walls in several locations, revealing new passageways which delve deeper into the ancient crypt than any records ever indicated. The skeletal remains of the Muire family dating back to even before Connaire have been found to be even more dangerous than the last known head of this powerful elven family. Lough Gur: The gurite waylayer hiding just a bit too well in the trees should now be targettable. Midgard Monsters: The entrancing dirge should no longer be able to chain-cast a mesmerization spell while in melee combat. Albion Monsters: The Salisbury Giant should no longer be able to attack adventurers from a distance while the player is "out of range" for spell casting. Midgard Quests: New Quest: Thorgil, the farmer driven from his home outside Audliten, is still having problems with the tomtes. Thorgil is looking for those that helped him with the first problem to visit him again. Thorgil could use their help with the plot the tomtes have cooked up for Thorgil and Audliten. New Quest: Gudlor of Huginfell is worried about a dangerous book that is in his possession. Those that have helped Gudlor before should seek him out for he needs assistance. Hibernia Quests: New Quest: Mannix, in Mag Mell, swears he knows where adventurers can obtain some useful, enchanted items, for a small risk. New Quest: Gormghlaith, in Howth, is looking for people to collect water beetle carapaces for her home-made concoctions, but there seems to be more to her simple request for help than meets the eye. Albion Quests: In our next patch, we will be adding a very high limit to the maximum number of times you can complete the following quests: Save the Spirits and Fell Creatures Bounty. If you want to guarantee that you can turn in any items you might have been saving for these quests, you should turn them in before the next patch. OBJECT NOTES - Stiletto of the Soulshade (Albion) now properly uses thrust instead of slash. - The chewed staff had its incorrect resistence buff fixed. - The Spirit Bone Pin may now be worn. - The double Body resist entries for the Worn Jewel Dusted Robe are now a single entry. - The double Body resist entry for the Truesilver Flute has been fixed. - Supple Willow branches should stack properly. - Changed the +emp bonus on the Dancing Silk tunic (Midgard) to +pie - The Smoldering Ember staff (Albion) is now friar only. - The Gnawed Staff (Albion) should be displaying a proper resist. - The Brigadine Gloves of Vigilant Defense ( Scout quest armor) now correctly buff the longbow skill. - Baln's Sulfuric Slicer (Midgard version) correctly buffs sword instead of slash. - The Enraged Wolf Pelt Cloak should be emblemizable. - Avernal Maligned Staff of Mind, Accursed Demon Hammer, Accursed Demon Crusher, Accursed Demon Staff of Light, Accursed Demon Staff of Enchantment, and Accursed Demon Recurve Bow (Hibernia DF items) were all adjusted to be the appropriate level. - The new monsters for Muire Tomb are itemized, complete with new magical goodies to round out the existing equipment set in the zone

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Realm Abilities Configurator
# Apr 30 2002 at 12:56 PM Rating: Default
To plan the spending of your hard earned realm levels, check out the Realm Abilities Configurator at
http://www.ping.de/~sven/daoc/
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