recursal/Fanatic-Fandom huggingface dataset:
Animist

Animists are a Hibernian primary spellcasting class that has an affinity with plants. They are able to animate plant life and other natural phenomena (phosphorescence, etc.) and use it to craft spells that damage their opponents.
Animists are a pure spellcasting pet class that has pets that perform specific tasks in different ways. For example, they have "bomber" pets that are generated, float quickly to their target, and then explode. They also have "turrets", which are stationary pets that cast different damaging spells on any enemy that comes into range. Animists can have several turrets simultaneously, depending on their level.

To become an Animist, characters must choose the Way of the Grove - and become a Forester. Then, Foresters join the Path of Affinity. Affinity classes strive to become one with nature. This differs from other Hibernian nature classes (Bard, Warden, Druid), in that those classes feel they need to protect nature, while those on the Path of Affinity try to BECOME nature.

## Abilities & Specialization

Cloth
**Weapon**
Staves
Convoker Stormlord
**Sub Classes**Guardian Magician Naturalist Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Tactics

### PVE

For either PVE or RVR it helps to be able to set ground targets for your turrets quickly. An easy way is to make macros and use qbind to assign the macros to specific keys not being used for anything else.
The macro ---/macro 500 /groundset 500 sets the ground target 500 units from you. I find it's handy to have a macro set for 0, 300, 600, and 950. This covers most all situations and lets you drop turrets quickly. I put the macros on the second face of Qbar 1 and use qbind to assign them to keys. /qbind 2 1 1 will assign slot one, Qbar one, face two to whichever key you choose. For the second slot just change the center number as /qbind 2 2 1, /qbind 2 3 1 etc.

### Realm Rank 5 Ability:

 Reuse
 Effect
Cornwall

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Cornwall is a region haunted by the warriors of the past. From the Ghostly Church to the ruins of the Roman Fort, the area is one of the memories echoing another time. Heroes around level 30 can seek adventure and riches around and inside the Catacombs of Cardova, while higher level heroes may find challenges further to the west.

**Dungeons:**

* Catacombs of Cardova

**Adjacent Zones:**

* Lyonesse (West)

* Dartmoor (South)

* Campacorentin Forest (East)
Cetus' Pit

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Cetus’ Pit stretches before you, waiting to claim its next victim. You can escape now through the southern chamber or venture into the pit, seeking your fortune or meeting your fate.

**Adjacent Zones**

* Mesothalassa
Caillte Garran

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The lands of Caillte Garran have one safe stronghold in the southeast known as Droighaid. The rest of these lands have been scourged by the dread Fomor. The large population of Fomorian here offers a great challenge to the most learned adventurer. If a dungeon is what you seek, the entrance to Fomora City lies to the north.

**Adjacent Zones**

* Vigilant Rock (North)
* Vale of Balor (West)
* Domnann (East)
Armorcraft

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**Armorcrafting** is the tradeskill that uses the strongest materials available to produce heavier armors, such as chain or plate. An Armorcrafter's final product may be magically enhanced through Spellcrafting.
Darkness Rising

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The **Darkness Rising** expansion released October 11, 2005 (US) and February 1, 2006 (EU) introduced Champion Levels and Mounts, it is also known as "DR".

View the Champion Weapons section for more information about the unique weapons introduced with this expansion.

### Champion of the Realm

Years of constant strife have taken their toll on the Realms, but their biggest threat lies ahead of them still. New foes have emerged to challenge the might of Albion, Midgard and Hibernia. Enter the service of your king and earn the right to be called Champion, for the courage and might of a Champion is all that stands between the forces of evil and total domination.

### The Champion's Quest

Become the next Lancelot, Cuchilainn or Balder as you undertake an epic quest for your King. Explore new zones, revisit altered lands, and bravely enter the revamped and more deadly dungeon of Darkness Falls to put a stop to the spread of darkness. By performing this service for their Realm, players achieve new levels of advancement, gain the ability to wield class-specific Champion Weapons, and acquire fantastic steeds to ride into battle.

### Champion Levels

Characters can continue to advance beyond level 50 with the addition of five new Champion Levels. Champion levels provide additional hit and power points, sub-classing options, access to special equipment, new Champion titles, and increased customization of mounts.

### Sub-Classing

Champion level characters will be able to sub-class to gain additional abilities and learn new skills from other classes. For example, a fighter can learn a mage's spell by sub-classing. This will allow a player to add a previously restricted healing ability, damage spell or weapon style to their character.

### Champion Weapons

Wield new, class-specific Champion Weapons bestowed upon characters by the king to aid in the quest to rid the land of unspeakable evil. These special weapons increase in power as players progress through their quests. Champion Weapons are available for all Champions of the Realms.

### Mounts

Acquire a faithful mount to travel the Realms and charge into battle. Ride a warhorse, unicorn, nightmare, or undead phantom steed. Advanced mounts are available to Champions of level 45 and above, and can be customized with a unique name, barding, saddlebags, and armor.
Guild Emblemeer

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The Guild Emblemeer allows you to put the Guild Emblem on your cloak or shield. If your Guild has an emblem set you have to unequip the item you want to have an emblem on, then left click on the items icon in your inventory and then left click on the Guild Emblemeer.

To set a Guild Emblem you must have the appropriate permissions, target the Guild Emblemeer and use /gc emblem, you will then be presented with a screen to choose your emblem.
Avalon Marsh

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Located in the southern regions, the marsh is infested with creatures for adventurers between levels 25 and 30. Adribard’s Retreat is a gathering place that allows the citizens to learn, train, and do business with merchants.

**Adjacent Zones**

* Cornwall (West)
* Campacorentin Forest (East)
Bonedancer

The Bonedancer is a Midgard pet caster who follows the Valkyn ancient pre-Norse god Bogdar. Bogdar was accepted by the Norse gods when the Valkyn race became civilized and integrated with the Trolls, Kobolds, Dwarves, and human Norse. Bogdar is the Valkyn god of the dead - because Valkyn are staunch believers in reincarnation, Bogdar's job is to evaluate each dead soul and determine its next life. As the soul is reincarnated, its old body is discarded and eventually is returned to the Earth Mother through decomposition. Bogdar grants Bonedancers the power to re-animate the skeletal remains of discarded bodies as creatures that will obey commands.
The heart of this class is that they are a pet caster who can summon more than one pet at a time, at higher levels. However, they control only one pet directly, the commander - all the other minions are controlled by the commander. If a commander is killed, all the minions are immediately released, hence it is imperative that the Bonedancer keep his commander alive. By extremely high levels, the Bonedancer can have up to three different minions under his commander's control (four pets total). At low levels, they can summon only an undead commander, and act much like a normal pet class until level 15 -21 depending on specialization choices. From then on, they can mix and match several combinations of minions, available at level 15 and 18 respectively in specialization lines. Examples are archers and melee tanks in Bone Army specialization, buffers and healers in Suppression specialization, and nukers and debuffers in Darkness specialization, in addition to their commander.

## Abilities & Specialization

Cloth
**Weapon**
Staves
Banelord Convoker
**Sub Classes**Rogue Seer Viking
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Tactics

### RVR-

Bonedancer is a powerful class, they are great for interupts because they have an instant damage spell in Suppression spec and 4 pets no matter how they spec.

### Realm Rank 5 Ability

 **Effect** | Bonedancer appearance is changed to skeletal form for 60 seconds to confuse enemy. When in skeletal form, the Bonedancer has a 75% chance of out-right resisting all Crowd Control spells and complete immunity to nearsight
Cothrom Gorge

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Be wary traveling through Cothrom Gorge. These lands hold great challenge even for groups of the highest skill. The obscure faction of sylvan living in the Outlander settlement to the east may be your only allies among the ravenous forest creatures that reside here.

**Adjacent Zones**

* World's End (East)
* Vale of Balor (South)
Housing

Dark Age of Camelot offers player housing for all three realms. It consists of nine areas per realm.

**Purchasing a House**

At first you travel to, or take a channeler to the housing area on your realm. Once there you locate a vacant housing lot in the area that suits you.

The maximum distance you can purchase a housing lot from.

**Housing Lot Messages**

An ingame help window appears with linked articles to help the new housing owner.

See here: Housing Help.

When clicking on your housing marker the House Store window appears letting you buy the necessary items to setup your house.

For types of houses see: Housing Types

* Albion Housing Map
* Hibernia Housing Map
* Midgard Housing Map
Hibernia

Hibernia, closest to nature and magic of all the Realms, brings a potent ability to channel for forces of magic and unleash its destructive force on their enemies. Human Celts and the almost-giant Firbolg live in close harmony with forest, glen, and all nature's creations. The Otherworldly beautiful Elves, small mischievous Lurikeen, and sleek magical Sylvan harness the power of primal magic. The malevolent Shar have an uneasy alliance with the other races of Hibernia, and bring an undercurrent of evil to the emerald hills.

## Races of Hibernia

The Realm of Hibernia, located on an island just to the west of Albion, is a combination of nature-worshipping humans and magical elvish undermountain creatures who have joined together to fight their common enemies. Hibernian races are generally more attuned to magic (natural and supernatural) than the other Realms, but many are weaker at armed combat.

 Sylvan | Native to HyBrasil, the Sylvans have allied with the races of Hibernia to combat the threat of the Fomorians, as well as Midgard and Albion. They are a Dryad type creature that has a faint resemblance to the trees they inhabit. Though their affinity with nature makes them easily adaptable to any nature-orientated role, they are also versatile enough to make fair fighters and decent healers.

## Class Guilds

Hibernia is a land of nature and magic, and you begin your life here by following one of the ancient Ways. Once you have reached 5th level, you will then choose a path toward your future.

The Way of Arms - The Way of Arms is the way of the warrior and the protector of all others in Hibernia. Though followers of the Way of Arms are not so imbued with magic as many of their companions, their strength and skill with weapons in hand-to-hand combat will oft prove of great value in these perilous times. Followers of the Way of Arms can become Hero, Champion, or Blademaster, or Vampiir, depending on their race.

The Way of Stealth - The Way of Stealth is the way of subterfuge and subtlety. Those who follow the way of Stealth may become Rangers, Nightshades, or Vampiir, depending on their race. Firbolgs are simply too large to go unnoticed and cannot join the Way of Stealth.

The Way of Nature - All inhabitants of Hibernia, excepting the evil Shar, are deeply connected with nature, but those who follow the Way of Nature are truly blessed with her gifts. Followers of this way can become Wardens, Druids, Bards, or Vampiir, depending on their race.

The Way of Magic - Hibernia is a land suffused with magic, and those who truly tap the power of their land can wield wondrous spells, indeed. Celts, Elves, Lurikeens and Shar may follow the Way of Magic and become Eldritches, Enchanters, Mentalists, or Vampiir. Female Celts, Elves and Lurikeens may become Bainshees.

The Way of the Grove - Those who follow the Way of the Grove have a special affinity with plants and the magical nature of the Grove. Celts, Firbolg and Sylvans can join the Way of the Grove, and become Animists, Valewalkers, or Vampiirs depending upon their race.
Expansions

There are currently seven **Expansions** for Dark Age of Camelot, five of which originally had to be bought separately but are now free downloads. Below is a list of expansions showing release date and a summary of introduced features.

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**Small & Free Expansions**

* New Towns: Added new art work for the classic zone towns and some world objects.
* Tutorial: Added a tutorial to the game.
Aldland

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Aldland is a land inhabited with strange creatures of both land and air. Caer Diogel offers the only friendly outpost in the region for supplies and training. In the northern part of this wild land is the Ogre citadel Krondon. Many skilled warriors have dared to enter here, few have returned to tell the tale.
House of Mist

The House of Mist was an early example of a supergovernmental organization, though not fully so. It was curated by the government of the Old Waxwaerlian Empire, and was a way of addressing the concerns of people from all of the empire's holdings across the Sea of Benth. In retrospect, however, the system was marred by the lack of fast communication at the time; the court only had one meeting yearly, and it took nearly half a Season to cross the Sea of Benth for the consuls from Therica and New Elomium.
Agramon

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The Isle of Agramon appeared overnight heralded by earthquakes, tidal waves and demonic hordes. The strange new land mass filled up the entirety of the once vast North Sea and almost appeared to reach towards the Frontiers. Through great bravery and conflict, the Realms pushed back the armies of Darkness Falls and cast back down the creature that lead them, the Demon Lord Agramon.

**Adjacent Zones**

* Odin's Gate (North)
* Emain Macha (West)
* Hadrian's Wall (East)
* Irish Sea (South)
Bonuses

**Bonuses** affect your character, they can affect stats, resists and skills, they can be given by items or buffs.

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## Stat Bonuses

 Strength | Increases encumbrance and damage with melee weapons.

## Resist Bonuses

 Thrust | Decreases incoming thrust physical damage.

## Skill Bonuses

TODO
Skill\_Two\_Handed = 20,
 Skill\_Body = 21,
 Skill\_Chants = 22,
 Skill\_Critical\_Strike = 23,
 Skill\_Cross\_Bows = 24,
 Skill\_Crushing = 25,
 Skill\_Death\_Servant = 26,
 Skill\_DeathSight = 27,
 Skill\_Dual\_Wield = 28,
 Skill\_Earth = 29,
 Skill\_Enhancement = 30,
 Skill\_Envenom = 31,
 Skill\_Fire = 32,
 Skill\_Flexible\_Weapon = 33,
 Skill\_Cold = 34,
 Skill\_Instruments = 35,
 Skill\_Long\_bows = 36,
 Skill\_Matter = 37,
 Skill\_Mind = 38,
 Skill\_Pain\_working = 39,
 Skill\_Parry = 40,
 Skill\_Polearms = 41,
 Skill\_Rejuvenation = 42,
 Skill\_Shields = 43,
 Skill\_Slashing = 44,
 Skill\_Smiting = 45,
 Skill\_SoulRending = 46,
 Skill\_Spirit = 47,
 Skill\_Staff = 48,
 Skill\_Stealth = 49,
 Skill\_Thrusting = 50,
 Skill\_Wind = 51,
 Skill\_Sword = 52,
 Skill\_Hammer = 53,
 Skill\_Axe = 54,
 Skill\_Left\_Axe = 55,
 Skill\_Spear = 56,
 Skill\_Mending = 57,
 Skill\_Augmentation = 58,
 //Skill\_Cave\_Magic = 59,
 Skill\_Darkness = 60,
 Skill\_Suppression = 61,
 Skill\_Runecarving = 62,
 Skill\_Stormcalling = 63,
 Skill\_BeastCraft = 64,
 Skill\_Light = 65,
 Skill\_Void = 66,
 Skill\_Mana = 67,
 Skill\_Composite = 68,
 Skill\_Battlesongs = 69,
 Skill\_Enchantments = 70,
 // 71 Available for a Skill
 Skill\_Blades = 72,
 Skill\_Blunt = 73,
 Skill\_Piercing = 74,
 Skill\_Large\_Weapon = 75,
 Skill\_Mentalism = 76,
 Skill\_Regrowth = 77,
 Skill\_Nurture = 78,
 Skill\_Nature = 79,
 Skill\_Music = 80,
 Skill\_Celtic\_Dual = 81,
 Skill\_Celtic\_Spear = 82,
 Skill\_RecurvedBow = 83,
 Skill\_Valor = 84,
 Skill\_Subterranean = 85,
 Skill\_BoneArmy = 86,
 Skill\_Verdant = 87,
 Skill\_Creeping = 88,
 Skill\_Arboreal = 89,
 Skill\_Scythe = 90,
 Skill\_Thrown\_Weapons = 91,
 Skill\_HandToHand = 92,
 Skill\_ShortBow = 93,
 Skill\_Pacification = 94,
 Skill\_Savagery = 95,
 Skill\_Nightshade = 96,
 Skill\_Pathfinding = 97,
 Skill\_Summoning = 98,
 Skill\_Dementia = 99,
 Skill\_ShadowMastery = 100,
 Skill\_VampiiricEmbrace = 101,
 Skill\_EtherealShriek = 102,
 Skill\_PhantasmalWail = 103,
 Skill\_SpectralForce = 104,
 Skill\_OdinsWill = 105,
 Skill\_Cursing = 106,
 Skill\_Hexing = 107,
 Skill\_Witchcraft = 108,
 Skill\_MaulerStaff = 109,
 Skill\_FistWraps = 110,
 Skill\_Power\_Strikes = 111,
 Skill\_Magnetism = 112,
 Skill\_Aura\_Manipulation = 113,
 Skill\_SpectralGuard = 114,
 Skill\_Archery = 115,

## ToA Bonuses

TODO

ArcherySpeed = 188,
 ArrowRecovery = 189,
 BuffEffectiveness = 190,
 CastingSpeed = 191,
 DeathExpLoss = 192,
 DebuffEffectivness = 193,
 Fatigue = 194,
 HealingEffectiveness = 195,
 PowerPool = 196,
 ResistPierce = 197,
 SpellDamage = 198,
 SpellDuration = 199,
 StyleDamage = 200,
Dexterity

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## Increased Weapon Damage

Only Dexterity

* Staff
* Quarterstaff
* Shortbow
* Longbow
* Crossbow
* Composite Bow
* Recurved Bow
* Thrown
* Shield

Along with Strength

* Thrust
* Piercing
* Spear
* Flexible
* Hand to Hand

## Casting Speed

Dexterity works based on breaking points for spell speed. Every spell's casting time will affect where its breaking points are, and every breaking point gives a certain casting speed.

```
By Slajzer

Result:
1) There are "breaking points" where your cast speed gets significantly faster.
2) Anything in between these breaking points gives very little or no return.
3) Maybe someone will, but i fail to see a pattern in these breaking points.
4) The breaking points seem to apply to all spells with the same cast time.

This is done with 10% templated casting speed.

Breaking points:
2.0s ---> 392 dex, 344 dex, 337 dex
2.1s ---> 356 dex, 354 dex, 308 dex
2.2s ---> 374 dex, 368 dex, 320 dex
2.3s ---> 386 dex, 380 dex, 332 dex
2.4s ---> 392 dex, 350 dex, 307 dex
2.5s ---> 362 dex, 319 dex
2.6s ---> 374 dex, 332 dex
2.7s ---> 386 dex, 344 dex
2.8s ---> 392 dex, 356 dex, 320 dex
2.9s ---> 368 dex, 362 dex, 332 dex
3.0s ---> 374 dex, 338 dex
3.5s ---> 356 dex, 326 dex

```

Note that even one point of dex under your break point will result in **significantly** slower cast speed than at the break point. These figgures are not approximate, they are absolute.

## Block Chance

Dexterity increases your chance to block along with Shield spec.

```
chance = (50 + ((shield  - 1) * (10 / 2)) + ((dexterity * 2 - 100) / 4) + (shieldspec * 10)) / 10

```

## Parry Chance

Dexterity increases your chance to parry along with Parry spec.

```
chance = ((dexterity * 2 - 100) / 4 + parryspec - 1) * (10 / 2) + 50) / 10

```

Alternate formula:

```
Base parry rate = 5%
Parry spec + RR bonus + template bonus / 2 = % chance from skill
((dex X 2) - 100) / 40 = % chance to parry from dex

Base + Skill bonus + dex bonus = Total chance

```

50% cap
Campacorentin Forest

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A dense and sprawling forest lying south of Salisbury Plains holds many secrets. Hidden deep within the forest is the dungeon of Keltoi, where those between levels 15 and 21 can explore.

**Dungeons:**

* Keltoi Fogou

**Adjacent Zones:**

* Salisbury Plains (North East)

* Cornwall (South West)
The SpongeBob SquarePants Movie (2004)

There's trouble brewing in Bikini Bottom. Someone has stolen King Neptune's crown, and it looks like Mr. Krabs, SpongeBob's boss, is the culprit. Though he has just been passed over for the promotion of his dreams, SpongeBob stands by his boss, and along with his best pal Patrick, set out on a treacherous mission to Shell City to reclaim the crown and save Mr. Krabs' life.
Enchanter

Enchanters are the only casters in the realm of Hibernia who summon citizens of the "Underhill" to assist them in battle. They, too, research and study the ways of magic through the Sun, the Moon, and Enchanting powers. They have the ability to buff their realm-mates and deal powerful direct damage against their enemies.

They have powerful debuffs, which have large ranges and greatly hinder the enemy.

## Abilities & Specialization

Cloth
**Weapon**
Staves
Convoker Stormlord
**Sub Classes**Forester Guardian Naturalist Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Tactics

### Realm Rank 5 Ability:

 Reuse
 Effect
Aldurbain

Built up on the valleys and mountains, the **Kingdom of Aldurbain** has developed a new degree of technology coming from the gunpowder technology. Steel from this country is well-known to blacksmiths and smugglers alike. The mountainous terrain of the country has given advantages and thus many forts and defenses are constructed in the mountains.

The kingdom was once embroiled in the First Great Iron War against the Elssterschau, Mussol, Yokenburg, Exandrys, and Eredun.
Consignment Merchant

**Consignment Merchants** were introduced in the Foundations expansion and allows players to list items at their house for sale on the Market Explorer. They can be purchased by buying a Consignment Merchant item and placed by dropping the item onto your house. They can be removed by targeting the **Consignment Merchant** and hitting the G key.
Gwyddneau

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A river flows through Gwyddneau to the sea between through a towering canyon. An ancient race of beings make their homes in these cliffs and guard it furiously. Along the coastline dwell marooned Vikings whose ships crashed upon these dangerous rock lined shores.
Coruscating Mines

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## Summary

Riches and dangers abound in the coruscating mines as a variety of townfolk from across Hibernia have found out when they have come under its spell and found themselves trapped within the mines. In thrall to the Unseelie, they are policed by gemclickers and silvermine sentries always on the lookout for more slaves for their mines.

## Lore

In the realms of the Sidhe and faeries, there are two major factions that continuously play against each other. These are the Seelie and the Unseelie Courts. The members of the Seelie Court are generally benign in nature and do not actively seek to harm humans living in their territory. In some cases, they may even befriend humans such as with the Elves and Lurikeen.

The Unseelie Court, however, is made up of all the dark and evil faeries, which include goblins, pookas, siabra, and other creatures of magic that may seek to cause harm to humankind. Because common metals, particularly iron, is dangerous to all magical creatures, both the Seelie and Unseelie Courts forge their weapons, armor and artifacts out of magical metals and gems.

One of the most precious metals to both groups is true silver, sometimes called Mithril by others. True silver is a light, strong, magical silver that has been coveted by the Sidhe for centuries. One of the ancient kings of Hibernia, Nuada of the Silver Hand, had a hand forged of true silver after his had been severed by an opposing Fomorian king. The silver hand functioned as any normal hand and allowed him to renew his kingship (since no one of his kind was allowed to rule so long as they had a blemish on their body).

The Coruscating Mines, located in the heart of the Silvermine Mountains, is completely controlled by the Unseelie Court. Bounty hunters and other members of this evil faction often raid human and firbolg towns and villages to supply a steady workforce. The humans and firbolgs they capture are forced to labor in the mines against their will; some of them are bound by geas, some by magical collars, and others by mind manipulation. Because there is a mild line of respect and code of behavior between the two factions, the Unseelie do not capture members of the Seelie Court. There are rumors that deep within the mines the Silver Hand of Nuada is protected by powerful guardians loyal to the Unseelie, which causes no little amount of unrest among those of the Seelie Court.

**Adjacent Zones**

* Bri Leith
Catacombs

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For the dungeon, see Catacombs of Cardova.
The **Catacombs** expansion released December 7, 2004 introduced instances, it is also known as "cata" .

As the war between Albion, Hibernia and Midgard rages on, a new threat is growing deep within the Earth. Powerful forces of evil have launched an attack upon the realms from below, revealing hordes of menacing creatures never before seen. New allies have emerged desperately seeking aid, for if their world falls, the surface will be next. Will you save your realm and venture down into the depths of the Catacombs?

Hundreds of thousands of players all over the world have stepped into the world of Dark Age of Camelot. They have explored the Shrouded Isles, matched wits against the ancients of Atlantis, and now, with Dark Age of Camelot: Catacombs, they will face a new challenge: a mysterious threat from below...

## Catacombs Classes

Jump into one of five new classes who make their debut in Catacombs.

## Catacombs Zones

You'll find friends and allies in the new underground cities (one per Realm) and enemies everywhere else in the vast underground expanses of Catacombs. Solve the mystery of who - or what - is turning the denizens of the underworld into mindless evil slaves.

* Inconnu Crypt
* Shar Labyrinth
* Kobold Undercity
* Abandoned Mines
* Darkspire
* Deadlands of Annwn
* Frontlines
* Glashtin Forge
* Lower Crypt
* Otherworld
* Roman Aqueducts
* Underground Forest
* Abandoned Mines
* Darkspire
* Deadlands of Annwn
* Frontlines
* Glashtin Forge
* Otherworld
* Queen's Labyrinth
* Shar Labyrinth
* Underground Forest
* Veil Rift
* Abandoned Mines
* Burial Grounds
* Darkspire
* Deadlands of Annwn
* Frontlines
* Glashtin Forge
* Nyttheim
* Otherworld
* Underground Forest

## Catacombs Dungeons

* Shafts of Tenebrae
* Snyblem's Lair
* The Plutonian Shore
* Broken Mirrors
* Hugak's Smithy
* Inner Sanctum
* Maze of Madness
* Rugnog's Haven
* Shattered Lands
* The Deep
* The Goblin Workshop
* Wolves Den
* Marik's Workroom
* The Thieves Den
* Wolak's Crucible

## Other Features

**Instances**

Catacombs marks the first time that Camelot has used dungeon "instancing" where players and groups can adventure in their own Private Adventuring™ areas - an entire adventure spawned specifically for you or your group alone.

**New Player Models**

See your character like never before! Every character model in the game has been completely redesigned to be more detailed and beautiful - or ugly, depending on the race - and is more customizable than ever before.

**Updated Graphics**

All existing dungeons in the world of Dark Age of Camelot have been spruced up with new graphics and lighting.
Hall of Heroes

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The **Hall of Heroes** is an area in the Trials of Atlantis expansion that has several NPC merchants that sell Artifact Encounter Credit, Artifacts and Master Levels for Bounty Points or Atlantean Glass. This is where players begin their Master Level Path and must return after each Master Level to get their Master Level Abilities.

Each Realm has their own zone dedicated to the Hall of Heroes. The Albion zone is called Ruins of Atlantis, the Midgard zone is called Ruinerar Atlantis, and the Hibernia zone is called Scrios de Atlantis.

## Planes of Trials

The entrance to the Planes of Trials is located in the Hall of Heroes. The glowing portal in front of the Tablet of Destiny will teleport anyone that enters to the counterpart portal located in Oceanus Hesperos, near the Haven of Oceanus.

The Arbiter suggests that the Atlanteans value certain traits and that the trials were created to test other cultures for those traits.

## Tablet of Destiny

One of the main features housed in the Hall of Heroes is the Tablet of Destiny. It contains information about the Trials however it must be translated by the scholars.

## Merchants

Several merchants will accept Bounty Points for their goods.

Demyphon
Master Level credit (each task, or complete Master Levels)
Star of Destiny (can be used to change Master Level Path)
Master Level Experience Scrolls (ML XP Scrolls)
Mnosus
Artifact Scrolls
Zosyne
Artifact Scrolls
Aphaestia
Artifact Encounter credit
Green Glades

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The giant redwoods of the Glen are home to the race of Centaur. Through this dense wood and the foothills of the Aerus mountains, adventurers may discover the ruins of the Atlantean's ancient architecture and encounter the caretakers of this beautiful but deadly land.

**Adjacent Zones**

* Oceanus Notos (North)
* Arbor Glen (East)
Alchemy

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Alchemy gives players the ability to craft potions, poisons, dyes, and tinctures.

**Poisons** are primarily used by the assassin classes (Infiltrator, Shadowblade, and Nightshade) for dealing extra damage and negative effects on their targets.

**Potions** are basically a bottled spell, which will cast itself upon the user when consumed.

**Dyes** can be used on armors, shields, and cloaks to change their color.

**Tinctures** are used to place special spells on other crafted items, in the form of charges, procs, and reactive procs.
Class Trainers

Class Trainers are found scattered across the realms and in capital cities. Their primary purpose is to allow you to train, but they also enable you to respecialize (respec) your character's skills and abilities and they are also the starting point for the Epic Quests.

## Train

Whenever you gain a level, a Realm Rank, or a Champion Level, you gain points to spend for increasing your various skills and abilities. The Class Trainers will allow you to train:

* Class Skill lines
* Realm Abilities
* Champion Abilities (a.k.a. sub-classing)

## Respec

Earned when you reach levels 20 and 40 (for Skill lines only) or granted with the use of special items found in each Realm, the Class Trainer will enable you to reset your previous training and allocate your skill and ability points. The Class Trainers will allow you to respec:

* a single Skill line
* all Skill lines
* Realm Abilities
* Champion Abilities

## Epic Quests

At certain milestones in your character development, your Class Trainer will present you with Epic Quests. The Class Trainer, when this series of quests is complete, will reward you with a complete set of Epic Armor tailored specifically for your Class.
Forest Sauvage

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Forest Sauvage is home to Albion’s strength relic temple, Castle Excalibur, wherein lies the resting place of the Scabbard of Excalibur. Caer Renaris protects the western edge of this thick forest, while the northeast’s frontier village offers respite and training to the weary defender. Deep in the south, Castle Sauvage is the final defense between attackers in the frontier and Albion’s heartlands.

**Adjacent Zones**

* Pennine Mountains (West)
* Camelot Hills (South)
Caer Sidi

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Straddling the lines that connect our world with Annwn, Caer Sidi is prison to countless restless souls, souls trapped there until the day when Apocalypse brings his wrath down upon the land of the living.

## Trivia

Caer Sidi (or Caer Siddi or Caer Sidydd) is the name of a legendary otherworld fortress mentioned in two Middle Welsh mythological poems in the Book of Taliesin.

The precise meaning of the name 'Sidi' in Caer Sidi is problematic (caer means "fort", "fortress", "stronghold"). One possible meaning of Caer Sidi is the 'turning fortress', but it is more likely to mean the 'Fortress of the Zodiac', as sidydd means "Zodiac" in modern Welsh.

Explanation: Caer Sidi
is Irish *Cathair Sídhe* written phonetically
in Middle Welsh. The name means 'Fortress of the Fairies' and is a reference to the Tuatha De Danann. It was also known as Caer Ochren (alias Achren, Aghran), a name
nowadays spelt ‘Aghrane’ or ‘Aughrane’. This is the Achren of 'The Battle of the Trees', a fictitious battle whose site is known.

Caer Sidi is
the *Regia Altera* shown on Ptolemy’s
map of Hibernia, and was the royal abode of Mallolwch, prehistoric king of
Ireland who wedded Branwen, sister of Bran in the Mabinogi legend *Branwen ferch Llyr*. It is now known as Abbeygrey,
and its remnants can be seen on google maps by googling: Monasternalea.

Caer Sidi is
a wheel-like (i.e. circular) site in which at least two medieval monasteries
were built. One of these was raided by Welsh Normans in 1177 and a bundle of
manuscripts of poetry and legends was seized. These legends have become known
as the Mabinogi, and the seized poetry is promulgated as that of a fictitious
Taliesin. The account of the raid is described in the Middle Welsh poem ‘Preiddeu
Annwn’, the author of same being a gaelic poet who followed Milo de Cogan (called
‘Arthur’ in the poem), leader of the raiders, into the abbey, and evidently then
emigrated to Wales.

Source: http://en.wikipedia.org/wiki/Caer\_Sidi
Hadrian's Wall

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The northernmost frontier of Albion, Hadrian’s Wall is flanked in the west by both the North Sea and the Irish Sea. Twin sentinels on the westerly sea’s borders, the island keep, Caer Benowyc, and the marshy keep, Caer Erasleigh, stand vigil together against enemy invaders. Caer Berkstead stands a constant vigil against likely Midgard invasions from the north.

**Adjacent Zones**

* Agramon (Northwest)
* Irish Sea (West)
* Pennine Mountains (South)
Foundations

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**Foundations** is a free expansions for Dark Age of Camelot which introduced the player Housing system it was released June 18, 2003.

## Features

* Four types of housing models per realm: Cottage, House, Villa, Mansion
* Ability to change the outward appearance of the house with banners
* Customizable garden
* Upgrade or downgrade a house
* House permissions system
* Guild housing
* Housing NPCs
* House Vaults
* Guild vaults
* Tradeskill tools
* Bind stones

## Foundations Zones

* Brisworthy
* Caerwent
* Chiltern
* Dalton
* Rilan
* Old Sarum
* Sherborne
* Stoneleigh
* Broughshane
* Dunshire
* Kilcullen
* Meath
* Moycullen
* Saeranthal
* Torrylin
* Tullamore
* Carlingford
* Erikstaad
* Frisia
* Holmestrand
* Kaupang
* Nittedal
* Stavgaard
* Wyndham
Champion

Champions are a fusion between a Caster and a Fighter. They have offensive capabilities, but they are enhanced through their powerful debuff spells. Champions instantly fling debuffs upon their enemies, which greatly hinder the enemy's ability to fight at his best level. This ultimately gives the Champion the upper hand in many situations.

They have defensive abilities including evasion and protection skills. Their Scale armor helps protect them from any further damage that is dealt from enemy swings. Though their debuffs are the highlight of the Valor spell line, Champions also have a self-only buff, snare spell, and instant direct damage shout.

## Abilities & Specialization

Cloth Leather Reinforced Scale
**Weapon**
Staves Blades Blunt Piercing Large Weapons Shield (Large)
Banelord Battlemaster
**Sub Classes**Forester Magician Naturalist Stalker
Armorcraft
Basic Crafting
Bountycraft
Clothworking
Fletching
Gemcutting
Herbcraft
Leatherworking
Metalworking
Siegecraft
Spellcrafting
Tailoring
Weaponcraft
Woodworking

## Realm Abilities

 Purge Static Tempest

```
Useful Realm Abilities ===

```

* Purge
* Static Tempest
* Augmented Strength
* Mastery of Pain
* Mastery of Parrying
* Ignore Pain

```
Neutral Realm Abilities ===

```

* Augmented Constitution
* Mastery of Blocking
* Wild Power
* Augmented Quickness
* Long Wind
* Avoidance of Magic
* Toughness
* Determination
* Augmented Dexterity
* Ethereal Bond
* Serenity
* Wrath of Champions

```
Useless Realm Abilities ===

```

* Augmented Acuity
* Lifter
* Mastery of Focus
* Veil Recovery
* Dual Threat
* First Aid
* Second Wind
* Raging Power
* Mystic Crystal Lore
* The Empty Mind
* Mastery of Magery

### Realm Rank 5 Ability:

 Reuse
 Effect
Galladoria

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In an age long past, the titan Olcasgean was banished to the ends of the world where it could do no harm to man nor threaten the powers-that-be. Ignorant of how the times had changed, this wayward child of Gaea seethed in anger for many millennia, plotting to exact its revenged upon those who no longer existed. With its limited, though significant power, Olcasgean spread its roots out beneath soil of Hy Brasil, tainting much of the life that lived there.
Aerus City

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You have reached the beautiful Aerus City where few mortals have walked since the beginning of time. Whispering ancient dead voices can still be heard in the warm gentle breezes around these floating lands. The last guardian awaits you, not imprisoned, but instead bound by duty to give its life to protect the most powerful secrets of Atlantis from misuse by those deemed unworthy. Are you worthy?

**Adjacent Zones**

* Arbor Glen
Connacht

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The capital city Tir na Nog, nestled here in Connacht, is heavily protected by Druim Ligen border keep to the north. This expanse of green fields and hillsides is also home to the beginners dungeon Muire Tomb. Across the river from Druim Ligen is the entrance portal to Darkness Falls. Adventurers will find plenty of monsters to hunt in the area surrounding the established town of Ardee.

**Adjacent Zones**

* Cruachan Gorge (North)
* Cliffs of Moher (West)
* Lough Derg (South)
* Meath (South)
Ashen Isles

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Deep into the charred and blasted land of Volcanus lies the Ashen Isle. Located in the heart of a live volcano, the entry to the Titan Typhon is located here. The isle is also home to the mighty three headed Chimera.

**Dungeons**

* Deep Volcanus

**Adjacent Zones**

* Typhon's Reach (West)
Cursed Tomb

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The Cursed Tomb is the final resting place of dishonored warriors and kings of Midgard who deserted in the midst of battle, betrayed their comrades, let greed and vice get in the way of honor, or died in less than heroic circumstances. The gods will never allow their entry to Valhalla, so they spend their afterlife haunting this tomb and attempting to entice visitors to join them.

**Adjacent Zones**

* Gotar
Haylei

**Haylei** is a Merchant that is Located in Jordheim.

## Sells 1

Page 1
* crow feathers
* hawk feathers
* gull feathers
* cockatrice featehrs
* phoenix feathers
* pair of stirrups
* heroic armor mold
* sinister armor mold
* mystic armor mold
* spool of solid trim
* spool of triangle trim
* spool of square trim
* spool of scallop trim
* pair of reins
Classes

A Class is the primary adventuring style of a player character which determines the type of weapons and armor it can use, as well as what abilities, styles and spells it will gain throughout its adventures.

The choice of which class is available to play is determined by the realm, race and in some cases the gender. The only exception is the Mauler class which can be played by all three realms.

Each class has specialization lines in which a character can put points which unlock further abilities, spells or styles.
Black Mountains North

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Black Mountains North is home to Snowdownia Station, a small haven of rest in an area surrounded by towering mountains. Young adventurers can find much to learn here. The road from the station leads to the northern reaches of the frontier and Snowdonia Fortress.

**Adjacent Zones**

* Llyn Barfog (West)

* Black Mountains South (South)

* Snowdonia (North)
Gotar

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Gotar is home to the city of Fort Atla and is plagued by monsters for the lower mid-level adventurers. On the eastern edge of land, there is the Cursed Tomb which caters to adventurers levels 15 to 24.

**Adjacent Zones**

* East Svealand (North)
* Myrkwood Forest (South)

## Trivia

Geats (Old English Geatas; Old Norse Gautar; Swedish Götar), and sometimes Goths) were a North Germanic tribe inhabiting what is now Götaland ("land of the Geats") in modern Sweden. The name of the Geats also lives on in the Swedish provinces of Västergötland and Östergötland, the Western and Eastern lands of the Geats, and in many other toponyms.

Source: http://en.wikipedia.org/wiki/Gotar
Fletching

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**Fletching** focuses on the creation of bows, staves, and musical instruments. The archer classes (Scout, Hunter, and Ranger) may find this craft the most useful as they can craft bows to use as their ranged weapon of choice.
Irish Sea

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The calm, clear waters of the Irish sea stretch out in all directions. Without a compass and a map, many ocean farers have found themselves hopelessly lost in its vastness. Though the waters may seem inviting, enemy battles await by sea. The coast of Albion lies to the east, far from the Hibernian coast in the west.

**Adjacent Zones**

* Agramon (North)
* Emain Macha (West)
* Hadrian's Wall (East)
Isle of Glass

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This beautiful isle provides perfect hunting for younger adventurers. Home to Caer Gothwaite, the majestic keep looms over the harbor offering safety and assurance. Travel to the main lands and to Atlantis are available in the harbor.
Domnann

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Domnann, a thick, hilly forest, is home to the sylvan capital and the gateway to all of Hy Brasil. Young adventurers will find plenty of hunting here. The Grove of Domnann in the south is an enchanting city of massive trees. The portal to the Hibernia’s mainlands lies just outside of the Grove.

**Adjacent Zones**

* Caillte Garran (West)
* Lough Derg (Portal)
* Scrios de Atlantis (Ship)
Aegir's Landing

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Aegir's Landing is home to the capital city, Aegirhamn, which contains trainers as well as portals to both Old Midgard and Atlantis. Monsters in this land are suited to young players. Dyrfjell, the other town in this area undergoes periodic sieges by Morvalt forces. Both Morvalt and Neanderthal factions fight over this land, so choose your side carefully.

**Adjacent Zones**

* Gripklosa Mountains (North)
* Munin Sound (South)
Arbor Glen

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Once pristine forests on the mountain slopes, the Glen was the pinnacle of Atlantean civilization. Here they perfected the art of suspending cities in the sky. After the fall, pieces of the Aerus sky city began to fall to the land below. Whole chunks of the lost city, some still hovering slightly, can be found scattered across the land.

**Dungeons**

* Aerus City

**Adjacent Zones**

* Green Glades (West)
Classic

Classic refers to the first Dark Age of Camelot game.

The game was released on October 10, 2001.

## Classic Zones

* City of Camelot

**Zones**
* Avalon Marsh
* Black Mountains North
* Black Mountains South
* Camelot Hills
* Campacorentin Forest
* Cornwall
* Dartmoor
* Llyn Barfog
* Lyonesse
* Salisbury Plains
* Tir na Nog

**Zones**
* Bog of Cullen
* Bri Leith
* Cliffs of Moher
* Connacht
* Cursed Forest
* Lough Derg
* Lough Gur
* Shannon Estuary
* Sheeroe Hills
* Silvermine Mountains
* Jordheim

**Zones**
* East Svealand
* Gotar
* Malmohus
* Muspelheim
* Myrkwood Forest
* Raumarik
* Skona Ravine
* Vale of Mularn
* Vanern Swamp
* West Svealand

## Classic Dungeons

* Keltoi Fogou
* Stonehenge Barrows
* Tepok's Mine
* Tomb of Mithra
* Darkness Falls
* Koalinth Caverns
* Muire Tomb
* Spraggon Den
* Treibh Caillte
* Darkness Falls
* Nisse's Lair
* Spindelhalla
* Varulvhamn
* Vendo Caverns
* Darkness Falls
Роялисты

**Роялисты** (англ. *Royalists*) - одна из фракций, представленных в SteamWorld Heist. Является правящей партией, возглавляемой Красной королевой.

## История

Формирование Роялистского движения началось сразу же после взрыва планеты. Изначально его целью было восстановление Земли, скрепляя обломки коры и наполняя океаны остатками воды, которые собирались в качестве налогов. По неизвестной причине план восстановления был приостановлен, а движение продолжало расти. Роялисты продолжали собирать водный налог, оплачивать который становилось все труднее, так как количество доступной для стимботов воды истощалось. В результате поднялось восстание, движимое командой Пайпер Фарадей. Последняя Дизельная Королева была разобрана ею же в итоге восстания.

## Представители

Фракция состоит из дизельботов и некоторого количества стимботов.