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Gil
Alerion Knight
 
Posts: 2061
Joined: Jan 06, 2010 01:00
Location: Denmark

Postby Gil » Apr 30, 2016 09:27

Mauriac wrote:Does anyone have an idea what the timer will be? I'm just curious. Sometimes I like to play one realm in the morning, take a break then play a different in the afternoon. Obviously the viability of that will depend on how long the swap timer is. Perhaps a GM can tell us? :grin:


I expect that one of the many things they will experiment with during the Beta is how long the timers should be. Not so long as to turn away players who want to play more than one realm but no so short as to damage relic raids, etc.

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dvonipaja
Myrmidon
 
Posts: 99
Joined: Jul 26, 2010 00:00

Postby dvonipaja » Apr 30, 2016 12:41

Nezix wrote:
dvonipaja wrote:With the beginning of Alchemy and Spellcraft, those crafts were able to add jewels and potions to craft diminutive ram receips => but can't remember if it was before or after toa (seems it was before NF though but not sure)


I know that was not during 1.65 - and I think it was in NF.

Actually in 1.65, as a Alch / SCer you:
1) Cannot build siege
2) Cannot operate siege

1.09:
Once you have acquired a "siege weapon" (via the siegecraft skill, see below),
use "/control" to assume control of it. Anyone who has the siegecraft crafting
skill will be able to assume control of a siege engine.
In the future,
additional classes will have this ability as well. Only one person can be in
control of a siege weapon at a time.


1.66:
- Spellcrafters and Alchemists have been granted 1 point in Siegecrafting. Note that this is not "full" siegecraft - spellcrafters and alchemists will not be able to raise their siegecraft skill as high as other crafts. This change in our approach to siegecraft and Spellcrafters and Alchemists allows them to utilize the new Master Abilities, while still allowing us to add additional siege related abilities to these crafts in the future.


Damn you are right :/ ... it was 1.70 :(

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- Recipes that will enable players to construct diminutive siege equipment have been added to Tailoring, Weaponcrafting, Armorcrafting, Fletching, Spellcrafting, and Alchemy at 800 skill.

http://camelotherald.wikia.com/wiki/Patch_Notes:_Version_1.70

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dvonipaja
Myrmidon
 
Posts: 99
Joined: Jul 26, 2010 00:00

Postby dvonipaja » Apr 30, 2016 13:01

Will the bounty points crystal be implemented and will they be (like supposed to) on a different timer than objects charges / potions ?

http://camelotherald.wikia.com/wiki/Patch_Notes:_Version_1.42

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BOUNTY POINTS AND STORES

Bounty points and stores have been added to Dark Age of Camelot. It works as follows: as you accrue Realm Points, you now accrue Bounty Points, which you can spend in special stores to get special magical items. Once you spend bounty points, they go away just like money does. There are three types: healing, stamina , and spell power healing. There are a few levels of these, please see the list below. Please note that will will add more bounty store objects over time.

You can find the Bounty stores in each Realm's main city. See the World notes for the precise store locations.

You may have a maximum number of bounty items based on your realm rank - i.e. one per Realm Rang. To use a bounty item, the item must be your level or lower - otherwise the item will not work for you.

To use the item, place it somewhere in your inventory (they do not have to be equipped). Then left click on the item to make a short cut to the item on your hot bar. After this to use simply click on the hot-bar icon. At that point the items spell will be cast and it will disappear. One bounty item may be used every 3 minutes of real time - you can use it while fighting, but you'll have to exit out of combat mode and wait for your weapon timer to expire to do so (usually just a few seconds). Then click the item to "fire" its effect and re-enter combat.

Higher level objects have more healing power than lower level ones.

The cost is as follows:
level 20 - 100 bounty points
level 30 - 200 bounty points
level 40 - 300 bounty points
level 50 - 400 bounty points

Albion

Stamina Heals
Smooth Earthen Stone - level 20 stamina
Imbued Earthen Stone - level 30 stamina
Luminescent Earthen Stone - level 40 stamina
Pulsing Earthen Stone - level 50 stamina

Health Heals
Smooth Watery Stone - level 20 healing
Imbued Watery Stone - level 30 healing
Luminescent Watery Stone - level 40 healing
Pulsing Watery Stone - level 50 healing

Power Heals
Smooth Fiery Stone - level 20 power
Imbued Fiery Stone - level 30 power
Luminescent Fiery Stone - level 40 power
Pulsing Fiery Stone - level 50 power

Midgard

Stamina Heals
Carved Totem of Heimdal - level 20 stamina
Polished Totem of Heimdal - level 30 stamina
Embossed Totem of Heimdal - level 40 stamina
Encrusted Totem of Heimdal - level 50 stamina

Health Heals
Carved totem of Eir - level 20 healing
Polished Totem of Eir - level 30 healing
Embossed Totem of Eir - level 40 healing
Encrusted Totem of Eir - level 50 healing

Power Heals
Carved Totem of Odin - level 20 power
Polished Totem of Odin - level 30 power
Embossed Totem of Odin - level 40 power
Encrusted Totem of Odin - level 50 power

Hibernia

Stamina Heals
Tiny Crystal of Arduina - level 20 stamina
Small Crystal of Arduina - level 30 stamina
Crystal of Arduina - level 40 stamina
Precious Crystal of Arduina - level 50 stamina

Health Heals
Tiny Crystal of Dianecht - level 20 healing
Small Crystal of Dianecht - level 30 healing
Crystal of Dianecht - level 40 healing
Precious Crystal of Dianecht - level 50 healing

Power Heals
Tiny Crystal of Fintan - level 20 power
Small Crystal of Fintan - level 30 power
Crystal of Fintan - level 40 power
Precious Crystal of Fintan - level 50 power

doga
Warder
 
Posts: 18
Joined: Mar 16, 2013 18:55

Postby doga » Apr 30, 2016 14:24

On live you could spellcraft a tailor made cloak(mp!) until they decided to change it,but i can't find anything about it T_T.Just to know if it was post 1.65 or not.

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Liss
Eagle Knight
 
Posts: 535
Joined: May 26, 2009 00:00

Postby Liss » Apr 30, 2016 16:14

doga wrote:On live you could spellcraft a tailor made cloak(mp!) until they decided to change it,but i can't find anything about it T_T.Just to know if it was post 1.65 or not.

This was a beta/us server bug/exploit that existed right when sc/alchemy got introduced, but it got fixed very quickly.

It happened when you put a charge on a crafted cloak.
So if you put a lvl 47 charge on a mp lvl 1 cloak, the item became sc'able as a level 47 mp item.
This you will not see on uth 2.0!

dvonipaja wrote:Will the bounty points crystal be implemented and will they be (like supposed to) on a different timer than objects charges / potions ?

http://camelotherald.wikia.com/wiki/Patch_Notes:_Version_1.42

Code: Select all
BOUNTY POINTS AND STORES

Bounty points and stores have been added to Dark Age of Camelot. It works as follows: as you accrue Realm Points, you now accrue Bounty Points, which you can spend in special stores to get special magical items. Once you spend bounty points, they go away just like money does. There are three types: healing, stamina , and spell power healing. There are a few levels of these, please see the list below. Please note that will will add more bounty store objects over time.

You can find the Bounty stores in each Realm's main city. See the World notes for the precise store locations.

You may have a maximum number of bounty items based on your realm rank - i.e. one per Realm Rang. To use a bounty item, the item must be your level or lower - otherwise the item will not work for you.

To use the item, place it somewhere in your inventory (they do not have to be equipped). Then left click on the item to make a short cut to the item on your hot bar. After this to use simply click on the hot-bar icon. At that point the items spell will be cast and it will disappear. One bounty item may be used every 3 minutes of real time - you can use it while fighting, but you'll have to exit out of combat mode and wait for your weapon timer to expire to do so (usually just a few seconds). Then click the item to "fire" its effect and re-enter combat.

Higher level objects have more healing power than lower level ones.

The cost is as follows:
level 20 - 100 bounty points
level 30 - 200 bounty points
level 40 - 300 bounty points
level 50 - 400 bounty points

Albion

Stamina Heals
Smooth Earthen Stone - level 20 stamina
Imbued Earthen Stone - level 30 stamina
Luminescent Earthen Stone - level 40 stamina
Pulsing Earthen Stone - level 50 stamina

Health Heals
Smooth Watery Stone - level 20 healing
Imbued Watery Stone - level 30 healing
Luminescent Watery Stone - level 40 healing
Pulsing Watery Stone - level 50 healing

Power Heals
Smooth Fiery Stone - level 20 power
Imbued Fiery Stone - level 30 power
Luminescent Fiery Stone - level 40 power
Pulsing Fiery Stone - level 50 power

Midgard

Stamina Heals
Carved Totem of Heimdal - level 20 stamina
Polished Totem of Heimdal - level 30 stamina
Embossed Totem of Heimdal - level 40 stamina
Encrusted Totem of Heimdal - level 50 stamina

Health Heals
Carved totem of Eir - level 20 healing
Polished Totem of Eir - level 30 healing
Embossed Totem of Eir - level 40 healing
Encrusted Totem of Eir - level 50 healing

Power Heals
Carved Totem of Odin - level 20 power
Polished Totem of Odin - level 30 power
Embossed Totem of Odin - level 40 power
Encrusted Totem of Odin - level 50 power

Hibernia

Stamina Heals
Tiny Crystal of Arduina - level 20 stamina
Small Crystal of Arduina - level 30 stamina
Crystal of Arduina - level 40 stamina
Precious Crystal of Arduina - level 50 stamina

Health Heals
Tiny Crystal of Dianecht - level 20 healing
Small Crystal of Dianecht - level 30 healing
Crystal of Dianecht - level 40 healing
Precious Crystal of Dianecht - level 50 healing

Power Heals
Tiny Crystal of Fintan - level 20 power
Small Crystal of Fintan - level 30 power
Crystal of Fintan - level 40 power
Precious Crystal of Fintan - level 50 power

I believe they should be on a 3 min seperate timer from potions and charges.

cheese01551
Gryphon Knight
 
Posts: 232
Joined: Aug 19, 2015 20:47

Postby cheese01551 » Apr 30, 2016 18:47

unless a staff member posts there will be a timer for swapping chars or realms I am going to assume it isn't happening

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Ensley03
Gryphon Knight
 
Posts: 385
Joined: Sep 16, 2011 21:44

Postby Ensley03 » Apr 30, 2016 20:11

They have already said several times there will be a timer. It will likely be at least 2 hours, and I hope it will be longer.
Charades <Buds>
#1 pet abuser

cheese01551
Gryphon Knight
 
Posts: 232
Joined: Aug 19, 2015 20:47

Postby cheese01551 » Apr 30, 2016 20:50

sounds hard to enforce

like no one has a proxy these days right?

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Juri
Eagle Knight
 
Posts: 766
Joined: Mar 10, 2011 03:18

Postby Juri » Apr 30, 2016 20:57

Well all you have to do is try one and see what happens!

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Ensley03
Gryphon Knight
 
Posts: 385
Joined: Sep 16, 2011 21:44

Postby Ensley03 » Apr 30, 2016 21:10

Yeah you can try to use VPNs and such but it's quite the risk to have your accounts suspended or deleted. Best of luck to you though :wink:
Charades <Buds>
#1 pet abuser

backman66
Myrmidon
 
Posts: 69
Joined: Sep 26, 2013 18:47
Location: Arkansas

Postby backman66 » Apr 30, 2016 23:09

cheese01551 wrote:unless a staff member posts there will be a timer for swapping chars or realms I am going to assume it isn't happening


Yea nobody has proxies, and nobody has ways to detect them either :roll:

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Foneb
Eagle Knight
 
Posts: 640
Joined: Jan 15, 2010 01:00

Postby Foneb » Apr 30, 2016 23:26

Anyone knows if giving weapons/armor to guards was implemented i. 1.65? I remeber a crafter giving weapons to all relic guards wich made relic raids alot harder to thr enemys
Hiois - Ranger 9lX Uth 1.0
Hiois - Enchanter 6lx Uth 2.0
Mugad - Warden 4lx Uth 2.0
Esigil - Druid 3lx Uth 2.0
Hioisx - Nightshade 1lx Uth 2.0

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dvonipaja
Myrmidon
 
Posts: 99
Joined: Jul 26, 2010 00:00

Postby dvonipaja » May 01, 2016 00:44

Liss wrote:
doga wrote:On live you could spellcraft a tailor made cloak(mp!) until they decided to change it,but i can't find anything about it T_T.Just to know if it was post 1.65 or not.

This was a beta/us server bug/exploit that existed right when sc/alchemy got introduced, but it got fixed very quickly.

It happened when you put a charge on a crafted cloak.
So if you put a lvl 47 charge on a mp lvl 1 cloak, the item became sc'able as a level 47 mp item.
This you will not see on uth 2.0!


You could always imbue crafted cloaks but they were only lvl 1 items : i.e. 100% = 1 point of charge -> 6.5 with OC, rest 0 (5.5)
I used tu craft a lot of those for beginner toons (EU version) with some skill points :) +2+1+1+1 like

Liss wrote:I believe they should be on a 3 min seperate timer from potions and charges.


yup 3 minutes : was wondering about the different timers ;) thx for the info :)
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One bounty item may be used every 3 minutes of real time - you can use it while fighting, but you'll have to exit out of combat mode and wait for your weapon timer to expire to do so (usually just a few seconds). Then click the item to "fire" its effect and re-enter combat.

euro
INVADER
 
Posts: 0
Joined: May 18, 2013 05:47

Postby euro » May 01, 2016 01:49

Looking foward to playing on uth again! Although I only got to enjoy the very end of uth 1.0, it was a blast. It seemed to be lacking the casual players in 50 rvr which was kinda frustrating (being a casual) but with the rerelease the casual player base should be high for atleast a year or two.

1. Will there be a unlimited range on buffs? I remember playing my NS around this patch lvl and hated the fact buffed SB/hunters had end5 and the other stealth classes didnt.

2. Will high lvl chars be able to PL low levels quickly? I remember you couldn't really do this on uth 1.0 and I hope it stays the same.

Bringing my brother and a few friends to uth 2.0 for some fun small man action. We will be playing on Mid during NA prime mostly.

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Nezix
Phoenix Knight
 
Posts: 1138
Joined: Oct 27, 2012 08:41

Postby Nezix » May 01, 2016 02:34

euro wrote:Looking foward to playing on uth again! Although I only got to enjoy the very end of uth 1.0, it was a blast. It seemed to be lacking the casual players in 50 rvr which was kinda frustrating (being a casual) but with the rerelease the casual player base should be high for atleast a year or two.

1. Will there be a unlimited range on buffs? I remember playing my NS around this patch lvl and hated the fact buffed SB/hunters had end5 and the other stealth classes didnt.

2. Will high lvl chars be able to PL low levels quickly? I remember you couldn't really do this on uth 1.0 and I hope it stays the same.

Bringing my brother and a few friends to uth 2.0 for some fun small man action. We will be playing on Mid during NA prime mostly.


Buff bots are against the rules, as is any dual logging. Part of that (I believe) is that buffs DO have a range - I'm guessing here, of about 2000-3000 (shrug). And before you ask, you and your brother can play together (if you live together) - just make sure that if one of you needs to afk that they log out so it doesn't look like you're botting.

I'm not sure either. Certainly Uthgard does not have some of the more popular live PL spots like Modengrav (Mid) nor things to make it easier like fonts of power. I think PL is possible but obviously won't happen for quite a while anyway.
Nezix - 50 Minstrel <The Band>

Merlin: Arthur, what is best in life?
Arthur: To crush your enemies, to see them driven before you, and to hear the lamentations of their Lurikeens.

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