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. The game was released in October 2001.

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.

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.

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.

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, Bards, 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.

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 uninterruptible 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.

Server types

  • Normal . 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 - 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 - 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.
  • Cooperative - 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 - 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 - This server is designed to return DAoC to the game experience that it was in 2001/2002 due to popular demand. It 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. On January 23, 2009 Mythic made

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