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Dark Age of Camelot

is a 3D medieval fantasy MMORPG, released on October 10, 2001 in North America and in Europe shortly after through its partner GOA. The game combines Arthurian lore,... read more

Platforms PC
Themes Fantasy
Status: Released
Release: 09-Oct-2001

is a 3D medieval fantasy MMORPG, released on October 10, 2001 in North America and in Europe shortly after through its partner GOA. The game combines Arthurian lore, Norse mythology and Irish Celtic legends with a dash of high fantasy. It is set in the period after King Arthur's death and his kingdom has split into three parts which are in a constant state of war with each other.

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

Player vs. Player combat takes the form of Realm versus Realm, a term which DAoC invented. RvR is restricted to the zone New Frontiers where action ranges from massive battles to one vs one fights. Players are awarded realm points for each enemy realm player they kill. After gaining a certain number of realm points, a player gains a Realm Rank. While gaining Realm Ranks, a player gains Realm Ability Points, one for each rank you gain. Players are able to purchase with their realm abilities points certain skills unique to their class. 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.

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It was announced on February 5, 2014 that development of the game would be transferred from Mythic Entertainment to a newly made studio (Broadsword Online Games) who will take over all future development of the game. Mythic was subsequently shut down shortly thereafter on May 29, 2014.



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.


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.

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The races in the game are:

  • Albion: Avalonian, Briton, Half-Ogre, Highlander, Inconnu, Saracen, and the Korazh (Minotaur).

  • Hibernia: Celt, Elf, Firbolg, Lurikeen, Shar, Sylvan, and the Graoch (Minotaur).

  • Midgard: Dwarf, Frostalf, Kobold, Norseman, Troll, Valkyn, and the Deifrang (Minotaur).


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.

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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, Theurgist, 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. Assassins specialize in hidden attacks and quick kills. Their unique style line, Critical Strike, allows them to attack unsuspecting enemies from stealth, inflicting massive damage. This style line focuses on reactional style combos as well. Assassins also make use of poisons to inflict various status effects and weaken their opponents. Archers are the bow wielders of the game, striking enemies from a distance. The archery line gives these classes access to a variety of different shots, allowing them to pick and choose their damage type between elemental and physical depending on the situation. Although the Minstrel hybrid class can train Stealth, the primary stealth classes are the Hunter, Infiltrator, Nightshade, Ranger, Scout, and Shadowblade.

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Healing classes in DAoC heal and enhance the combat effectiveness of group members. However, many of these classes have useful alternate roles. For example, the Healer class in Midgard is the primary crowd control class for the realm and responsible for mesmerizing (or "mezzing") groups of enemy players or monsters, while Druids can root and Clerics can stun. Although a handful of hybrid classes can cast healing spells, the primary healing classes are Clerics, Druids, and Healers.

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, Bards, Friars, Heretics, Maulers, Minstrels, Paladins, Reavers, Skalds, Thanes, Valewalkers, Valkyries, Wardens, and Vampiirs.


Guilds offer social, economic and PvE/PvP 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 1 gold to the Guild NPC and once all group players accept, the guild is formed, with the group leader as the Guild leader.

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Alternative advancement

  • Realm Ranks and Abilities - Many powerful abilities become available through points obtained by killing enemy players in RvR. Abilities can range from a nearly 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, as each realm rank gained gives a bonus to all skills. Each realm rank has ten levels and there thirteen realm ranks.

  • Master Levels and Artifacts - The Trials of Atlantis Expansion brought a new depth to DAoC's PvE game. A wide range of ability lines, called Master Levels, are learned by completing a long series of quests. There eight different Master Level lines, with two being available to each class. Players are able to level up to Master Level 10 through the completion of ten encounters for each level. These encounters are classified as "solo" (to be completed alone), "group" (to be completed with at most a single group), and "battlegroup" (to be completed by multiple groups). 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.

  • Champion Levels and Sub-classing - 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. This ability to "sub-class" is unlocked as players acquire additional experience past level 50 in order to gain Champion levels. There are ten champion levels and thus players are able to gain ten sub-class abilities.

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. Albion, Hibernia, and Midgard are in a three way war against each other and constantly war for control of powerful relics, keeps and towers, as well as control of the entrance to Darkness Falls.

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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. This expansion is now free.

  • 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. This expansion is now free.

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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.

A Dragon's Revenge- (Back in 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.

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

The Dragon's Revenge Campaign introduced the powerful Dragonslayer equipment sets. These armor pieces and weapons are widely considered to be among the best equipment in the game due to the variety of stat increases they offer and their dual-proc nature. The Dragonslayer armor pieces have some of the highest utility in the game and feature a healing and ablative procs. The Dragonslayer weapon holds the same stats as the Champion weapon (introduced in Darkness Rising) though with a different pair of procs.

In order to gain these pieces of equipment, players must gain faction with their realms respective defenders (the Azure for Hibernia, the Dragonbane Svartalf for Midgard, and the Stonecrush for Albion) as well as complete a series of quests which ultimately end in slaying the adolescent and adult dragons.

This article uses material from the Wikipedia article Dark Age of Camelot, which is released under the Creative Commons Attribution-Share-Alike License 3.0.



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