World’s First Realm Invasion
The time has come to have the world’s first Realm Invasion! The battles during our inaugural Season 2 “For The Realm” event were fierce and amazing to watch. However, as the dust settled, the pathway to one homeland laid opened – Midgard.
The gates of Midgard will be opened for invasion on March 2, 2024 7:00 PM and be opened for approximately 36 hours. The event will end if the great King Eirik of Midgard has been defeated or if Midgard is able to defend their homelands for the allotted time.
We have been hard at work fixing items with the server and doing all we can to help with client side performance where we can. There are a lot of moving parts, and something of this scale has never been done in DAoC before. Several Staff will monitor the event and adjust mechanics as it goes but we are incredibly excited to bring this content to you all for the first time. Also note we may have to change these parameters/settings before the event launch if needed.
A reminder of the rules for Realm Invasion are below:
The Old Frontiers
The two invading realms will launch their invasion campaigns at their portal keeps in the old frontiers of the defending realm!
As an invader, gather on the border keep pad and wait for the portal ceremony. For defenders, simply walk out from your border keeps into the old frontiers.
Once a keep has been taken by an invader, it can not be taken back by the defending realm.
Once all keeps have been taken, the border keeps of the defending realm will become capturable, and the relic keeps become spawn points for the invading realms.
Once a border keep has been captured, it becomes the new spawn point for the invading realm.
Invaders enter into the homeland of the defending realm through the border keeps.
Homeland towns of the defending realm become capturable - but beware, the townsfolk fight back and are equipped with their class specific spells and abilities!
Towns reward realm points and chests scattered throughout the towns when captured.
Towns level up over time, increasing rewards and defenses. Attackers and defenders will automatically /release to the nearest town their realm has captured.
There will be a timeout window after a town is captured in which it is unable to change hands
The Spoils of War Town chests have a chance to reward brand new exclusive dragon weapon reskins of the defending realm! For example, a Cuuldurach styled flex weapon, or a Golestandt
styled scythe!
Invaders can travel throughout any of the classic homeland zones and dungeons, and attack any players, townsfolk or monsters of enemy realms.
Invaders can not enter the capital city or Shrouded Isles.
Dragon and adolescent dragons also drop exclusive cross realm dragon weapon reskin patterns when defeated by invaders.
Mounts and whistles that are normally unique to realms can drop and be kept by invaders.
The King Once all towns are simultaneously captured by invaders, the king of the defending realm will leave his throne room to defend his realm. Meet him in battle outside of the gates of the capital city!
A defeated king will drop a brand new helmet reskin: The king's very own crown!
New plate, chain and scale chest piece reskins for defending your realm and king!
The Final Phase: Reclaiming the Homeland
Once a king has been successfully slain by invaders, defenders are given a final chance to reclaim their lands.
The frontiers are reopened. The portal ceremony will no longer port invaders into the defending realm's homelands.
Invaders can continue to stay in the defending realm's homelands but their time is limited: Invaders who /release will be teleported back to their own homelands!
Towns taken back by defenders after the king has been slain can not be retaken by invaders.
Once all towns and border keeps have been reclaimed by defenders, the invasion is officially over and all invaders will be purged completely from the realm.
2 Marzo 24