General Info



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The Basics
Dyeing-
After level 5 you will begin to lose constitution which is the basis of you max Hit points. To get Constitution back you visit a healer and right click on him. He will remove your res sickness, then with each additional click he will allow you to buy back one point of constitution. You can lose between 1-3 per death, and if you keep losing CON it will stack up, and at each level it costs more and more to buy it back. IE at level 10 its less then 40 copper i think but at level 50 its almost 6 gold per point you buy back. ** Constitution and XP are not lost if you are killed by a Hib or Mid, however if you are hit anytime by a Mob and killed by a Mid or Hib you will lose Con and XP, as the mob hit makes it like Player VS Monster.**

Res Sickness-
This is the little skull at the top it will go away with time if you are not near a healer. However if you fight with it on you will be slower and hit for less as it makes you sick and even in real life noone can move well sick.

Battle Grounds-
This is where you learn about RVR (realm-vs-realm), it is your chance to fight those from the other realms on our server at a level where you have a chance to live and kill in turn. Hibernia and Midgard. In the Battle grounds of which there are 3 one for those level 20-24 (Thidranki), 25-29 (Murdaigean), and 30-35 (Caledonia). This is where you will gain your first Realm Points.

Realm Points-
Points earned when you kill another person from another realm. These are gained just like when you get xp, if you hit a person from another realm you will get RP's if they are killed, and if you are in a group and you are within a certain distance of a kill made by a member of your group you will get realm points. So a full group with tanks and mages and healers is best, as healers have the hardest time getting realm points now days they almost have to rely on their group members to help them gain.

Realm Skill Points-
These are given to you at certain times when you reach a certain number of RP's IE: 1st point is given automatically when you log on, 2nd point is at 25 RP's, 20th is at 61,750 RP's. They then can be spent on Realm Abilities.

Realm Abilities-
These are basically a way to make your charecture diffrent from all others in your class. One example is Augmented Strength, its increased strength +6 per level you train they cost 1 RSP, then 3, then 6, then 10, and last 14. for a total of 34 points spent and 30 pts of strength added. Some skills require a certain one first like Master of Arms requires Augmented Strength level 3 which is 10 pts before you can spend one on this skill. REALM ABILITY CALCULATOR

Bounty Points-
These are points you gain only in the main RVR or Frontiers. These points can be used at a bounty merchant to buy specilty items.



Our slang.
PB, Bridge = Pryn Bridge
CU = Caur Ulfwych
Corn = Cornwall
WD = West Downs
BG = Battle Ground
CS = Castle Savage (port pad for RVR and BG)
CK = Center Keep (located in each battle ground)
Mid = Midgard's
Hib = Hiberian's
DF = Darkness Falls (dungeon located on the north side of PB to the East)
Zerg = Term from starcraft meaning a mass of people (levels dont matter)
Aggro = What you get when a mob just attacks you without you attacking it
AOE = Area of Effect, usually refers to a spell that hits everything in a area.
AF = Armor Factor
BAF = This is when a mob Brings a Friend or Add.
BT = Blade Turn which a thurgest can cast on a person to cause a hit to miss.
PBT = Pulsing Blade turn.
CON = Constitution
GTG = good to go
INC = Incoming
JK or J/K = Just kidding
KOS = Kill on Site
KS = Kill stealing
LOM/LOP = Low on Mana/Power
LOE = Low on Endurance
OOE/OOM/OOP = Out of __________
DD = Dircet Damage a single Target spell as opposed to a AOE Spell
Nuke = Your Best friend in RVR ... lol Hardest Hitting DD Spell a Caster has.
Kill Well, Kill with Honor, and Die the same. :P
POP = A creature has spawn
RP/RPer = Role Player
Spec = Specialization
PVM = Player VS Monster
Mez = Messmerize, worst enemy in RVR best freind in PVM
Auto = usually refers to Auto Release the game only allows you to be dead for so long before you will auto release
LOC or /loc = Your Location per /loc command



Slash Commands

= What you want to say here.
/g = group chat
/gu = guild chat
/c = Chat Group (some now say Freinds)
/b = Broad Chat (IE: Camelot)
/as = Alliance Chat
/appeal = appeal to DAoC in game support for issues
/os = Officer Chat (for guild officers to talk, permission is given by GM)

The next commands are as typed.
/loc = gives your location IE: North Black Mountains 34555 45667 321 when giveing this to a person just give the first 3 number of the location ie 345, 456
/cg leave = leave a cg
/stuck = cant move it will log you out and reset you to a good spot, if it does not work then use the appeal command above
/cancelappeal = cancel a appeal
/bind = to bind near a bindstone
/follow = follow who or what is targeted at a distance
/pray = to gain xp back when your grave is targeted
/release or /re = release to last bind spot
/stick = same as follow but you stick to them closer
/effects self = toggles the effects of spells and such so only yours are seen a great help if you are laggin bad because of to many around you.
/effects none = no effects
/effects all = all effects
/quest = gives you a list of your completed quests
/task = will give information on your crafting or kill task you are on
/realm = shows who owns what keep and who owns DF
/relic = shows who has which of the 6 possible relics
/who # = shows how at the level number you specify
/who = shows all on in that class
/who = shows who is in a location abbreviated will work like /who Thid for BG1



Emote commands
/bang /beckon /blush /bow /cheer /clap /cry /curtsey
/dance /flex /kiss /laugh /point /salute /victory /wave



Macro Help
The most widley used macro is the stick one, this one is best used by tanks and those fighters who are up close on a mob. To make the macro insure you have a empty spot on your main quick bar, the one you use in combat alot. Then type this:

/macro stick /stick
you will get a button on your mouse that you can stick to the quickbar.
The best one for a wizard, caby, thurgest is the assist key. This key has to be reset anytime you log out or the person it is set for logs out. Type this where is replaced with the name of the tank you are assisting. This helps alot when you have alot of Mob's that are mezed as the F8 key tends to target the nearest one which may be a mezzed target.

/macro assist /assist

The name is the first name only, pick your biggest tank or paladin as he gets alot of agro.. how to use it.. You will wait till you see he is engaged then hit the assist key, now the target will not show till it takes some damage so its ok to just cast on the creature, this key will only target the mob that the tank the key is set for is attacking. This key is a Casters Best Friend.. It is usually best to wait for it to show the health of the MOB tho, as Caster Nukes hit harder then a Tank, and can get agro fast and die. My wife waits till a mob has lost a definete amount of damage maybe 1/4 or more before she casts to insure the tank has the agro on him solid.



Seige Equipment
This can be crafted by anyone that has joined a crafting guild. However to raise this skill you need to raise your main skill as this can be 45% or 75% of your main skill depending on what skill you have. Casters should never become a seige crafter as they get hit to hard, my Cleric has problems staying alive while he is crafting the Ram or whatever. Here is how it works. The siege pieces required can be bought in the main RVR Frontier but its cheaper and easier to have a crafter make them and this takes mid level crafters of all specialties (500+ area).
The parts to the most widley used piece is a RAM. These parts are so heavy even at level 35 my cleric would only carry two pieces so it takes alot to carry the parts in and here is the trickey part the part that always gets a crafter killed before he starts it. Once he is at the door he has to have all the tools (hammer plain ect) on him then he has to get all the parts off others that were carried in. He will not be able to move once he has the parts, when the ram is up he will be un-encumbered so he can move again.
Where to stand to make a ram is very important as the ram is built sideways to the door everytime. So if your to close you can not turn it and if to far away you can not hit the door. So
Rule of Thumb !!! Rule of Thumb !!! Rule of Thumb !!! Rule of Thumb !!! Rule of Thumb !!!Rule of Thumb !!! Rule of Thumb !!!Rule of Thumb !!! Rule of Thumb !!!Rule of Thumb !!! Rule of Thumb !!! Always stand against the door, take one step back, then go into combat and see if you can hit the door, it must be targeted. If you can't, move closer, if you did not move a step back reset and try again. If you can then have all parts handed to you.
Now if you die with all the parts on you the one who reses you must do the exact same thing to res you in the right spot, and have your button ready you may just get it crafted before you die again.


Horse Routes And Jumps

All tickets are followed by the locations the pass or go thru in order as you come to them.
List is as such Start location then tickets.

Snowdownia Fortress
-Humberton (thru Snow Station)
-Castle Savage (pass Swanton Keep thru SSnow Station then Ludlow)

Snow Station
-Caur Witrin (thru ludlow, over pryn briidge, WD, CU, Avalon Marsh)
-East Camelot Gate (thru Ludlow)

Humberton
-Snowdownia Fortress (thru Snow Station pass Swanton Keep)

Ludlow

-Castle Savage

Fort Savage
-Snow Station (thru Ludlow, Snow stationn, pass Swanton Keep)
-Ludlow
-Avalon Marsh (over Pryn Bridge, WD, CU))

Camelot
-Snow Station (passes thru Ludlow)
-Campercorinten Station (over pryn bridgge, WD, CU)

Campercorinten Station
-Camelot (CU, WD, over pryn bridge)
>
West Downs
-Avalon Marsh (past CU)

Caur Ulfwych
-Cornwall Station (passes Avalon Marsh, Caur Witrin)

Avalon Marsh
-West Downs (passes CU)
-Fort Savage (passes CU, WD, over pryn bbridge)

Caur Witrin

-Snow Station (pass Avalon Marsh, CU, WDD, over Pryn Bridge, thru Ludlow)
-Western Cornwall (thru Cornwall Stationn)

Cornwall
-Caur Ulfwych (passes Caur Witrin, Avaloon Marsh)

Western Cornwall
-Caur Withrin (passes thru Cornwall)

This is a complete list of all houses and their routes. Avalon Marsh is where Abridar's Retreat is and Campercorintin Station is where Lethantis is located.

Next is a few locations most do not know where are or how to get there.

Tepok's Mine - head toward Snow Station or Snow Fort, after you corss the big white Bridge you will see a tower up the road a ways by itself with a few guards on the left side of the road. Jump there. Then put the door to the tower to your right side and head over the hill becarefull as there are alot of goblins there. this dungeon is as bad if not worse on agro then DF.

Keltoi - get to Caur Ulfwych (CU), stand by the stable boy and head SW. it will be along the back side of a big hill. Lots of mobs around so becarefull alot of greens or greys can kill anyone solo.

Dartmoor - Go to Cornwall and go up the road past it to the broken tower on the right side of the road, now put the tower to you back and run up the hill watch for agro again. The first thing you will see is Catacombs stear to your left and you will see a large lone tower. Go to the tower and you will notice off to the right a bit two large hills with a slight valley go into the valley to reach Dartmoor.

Lyonesse - Head out of Cornwall like on way to Catacombs or Dartmoor and stay on the road till you hit the lake and there you are.

DF (Darkness Falls) - Start on the North side of Pryn Bridge and head east its a large keep cant miss it just look to your left a bit.

Lyn Barfog - Have someone show ya its not a easy trip in and its a long one to.

Lady Nimue (Lady of the Lake) - Easiest spot to find here is starting at Camp. Station. head down the road to the left of station till you hit the river. Turn left and follow the river to the end you will see a island at the end of it.. Before you get to it cross the river and follow the water till you see here, but she only spawns at night.



Weapon and Armor

This is the basics of Armor and weapon: Con = Condition This tells you how well it is doing, and holding up. On Armor it desides how well it takes a hit for you on Weapons it effects the maximum damage you can do.

Dur = Durability This will go down as you have a item repaired, when it is so low that a repair will destroy it the smith will not try. And when it reaches 0 the weapon will disinagrate

Qua = Quality of the item. At 50% it will do only 50% of the weapons maxium alloud damage, and take only 50% of a hit on Armor. IE: A weapons max damage is 20 at 50% Quality it will go down to 10. Condition is also firgued into this.

*Note* The game will not allow a item to effect you or one to be used that is at 70% Con. It must be reapaired by a Smith or a Crafter who is high in trade skill. It is always best to not allow your items to get below 90% but dont fix it all the time cause with each reapair the durability drops and it costs money to. Most stick to the 90%-91% area. To have a SMith fix it just hand it to a smith he will give you a cost and ask you to accept or decline. As far as a player with trade skills, you put item in your pack and start a trade, there is a small button marked repair make sure whoever is repairing it has it checked and your money must be in place also. Then you both will hit accept and have to wait for the repair to finish.

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