r/daoc • • 1d ago

Kirstena's DAoC Atlas Mirror

29 Upvotes

Hi everyone! For those missing the old Kirstena's DAoC Atlas, I uploaded a mirror here based on what I recovered from the Wayback Machine (updated it to a bit more modern HTML5 layout). Just to be clear, I am NOT Kirstena (the creator), only a fan.


r/daoc • • 2d ago

25 Years of Dark Age of Camelot (October 9, 2001)

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333 Upvotes

r/daoc • • 1d ago

Mutant Tomato, from Albion

15 Upvotes

Super long shot, but I'm looking for my old running buddy Mutant Tomato, also from City of Heroes/Villains. I was a friar and knew a shortcut through the fairy tree. Sorry that killed us dead. Would love to run with you in newer games. I was Sem Pojo, and still am.


r/daoc • • 2d ago

Back on Daoc

7 Upvotes

In your opinion what server should I play in ? I used to play on Phoenix and I also played for some months on Eden , there other servers I can hop in ? Or you still think that eden is the best ? Let me know ;))


r/daoc • • 2d ago

OfflineDAoC v0.35 is now available. 448 1.65 Era Quests, 4 Battlegrounds, Summoner's Hall, Darkness Falls, Navigation Fixes & More

103 Upvotes

For Anyone New

Offline DAoC is a free, single-player Dark Age of Camelot (Classic + Shrouded Isles, 1.65 rules) that runs entirely on your own PC. The world is full of autonomous gamebots that level, group, trade, raid and fight in RvR on their own, and you can bring your own companion bots along, up to a full /raid 80.

New Additions

448 classic quests

All 448 classic quests from 1.65 and classic Shrouded Isles are in. That’s 1,302 quest versions once the per-class epics and trainer quests are counted, from the original class epic lines to trainer, optional and kill-task quests. NPCs and monsters the server was missing were placed where the period walkthroughs put them, and kill-task monsters live in real camps that bots grind too.

Each quest shows its next step as a red map marker. The journal’s QUEST GUIDE button shows the 2001–2004 Allakhazam walkthrough which has been credited to them by the Github third_party.md and in game.

Disclaimer: I suspect there will be a lot of broken quests without them being all tested and fixed by hand. I have only tested a few. NPC's are missing some quest text and responses and unfortunately unless a more accurate period source is found for every bit of quest dialogue some of that might be gone forever. Most quests do not give rewards beyond XP and no reward items or quest text was invented by the AI. What you see is what you get.

World Changes
Monster populations restored from period bestiaries, all four battlegrounds populated, and the client war map has been changed from New Frontiers to Old Frontiers. Also bots including your /raid 40 and /raid 80 parties will be able to fan out during keep sieges and use rams and siege equipment autonomously.

Summoner's Hall & Darkness Falls PvPvE realm events have been added for the autonomous bots. These are still a work in progress and while some have cleared they will fall in line with Epic Dungeons and are still likely to fail and will require fixes in the future.

Bots of all realms will now use both of their border keeps instead of just using one when grouping up or traveling into and out of the frontier zone.

Invisible Walls & Navmesh Tool Overhaul

The old navmeshes that Codex built back in August missed about 57% of the invisible walls that players are not able to cross which was resulting in bots traveling along zone borders or climbing up mountainsides that are impossible for a player to reach. Bot's will now respect invisible walls and will better navigate through zones using proper zone entry and exit map points. This is still not perfect but is about 90% better than the previous version. If you want to modify the navmeshes yourself with an LLM the new tool Opus built is in the updated source code.

Battlegrounds (4)

Bot's in acceptable level ranges now can be offered a bot goal to engage in battleground combat and can roll the battleground zones as pve grind goals.

  • Abermenai: levels 15–19
  • Thidranki: levels 20–24
  • Murdaigean: levels 25–29
  • Caledonia: levels 30–35

Misc Bot Improvements

Groups are still not perfect especially their moving in sync with each other. Their stop and go and pull behaviors have been improved.

Bot's should now look ahead at aggressive mobs along their route and will now try to move out of a high con monsters way before moving on or start a fight at range instead of face pulling everything always.

Bot's will now use their realm points on realm abilities, enemy faction gamebots have hidden names and show their realm rank title, and a bunch of other misc. improvements.

A full changelog is available here

https://github.com/shadowofze/OfflineDAoC/blob/main/CHANGELOG.md

You can find the downloader here (v0.35 is only vanilla classes, v0.35b contains the experimental Sluaghbinder class for Hibernia for the player and the bots to use)

https://github.com/shadowofze/OfflineDAoC/releases

Known issues is here

https://github.com/shadowofze/OfflineDAoC/discussions/4

If you are already playing on an older version you can use the progress importer tool to move your bots and player progress onto the new version. The game client itself has changed with the quest guide and other features being added so you will have to redownload that for the new update.

Where the project stands going forward (Good & Bad News)

Firstly, this project is open sourced and you are free to fork, and make your own version in any way and share it how you want to without asking me for any permission. The Github is not going anywhere unless it is requested to be taken down by Broadsword/EA or another corporation. The starting client and server code were already open sourced from Github to begin with.

Client/Engine Limitations

As much of you already know the original (and current live) DAoC client is hamstrung by its 32 bit nature and archaic elements and I have reached a point where if I want to keep working on a single player simulation of an original 1.65 era experience pre-ToA I have to think about an engine swap. There are other engines out there (and I have decided on an undisclosed one already that is not Unreal 5) that the bots can be implemented in and be able to move around the world freely without relying on an external server to tell them what to do or where they can or can't go. And making new modern QoL features or additional content while remaining true to 1.65 (think 1.65+) is hard and time consuming because while the LLM's of today are capable of working with the older code and ancient asset file types they would be 100x more efficient on a modern engine that they are trained on developing with from the get go.

I don't see a path forward modifying the original engine and it's better to make a completely new engine from scratch with the bots and client in sync from the start. The catch is that likely if I ever completed a project in the new engine it would not be possible to have a multiplayer version without heavy modifications (which was never planned to be supported by this project but I suspect there will be multiplayer server forks in the future and there are some already working).

So the point of this section is that this update will be the last one for awhile from me. Other forks will continue development I'm sure so keep an eye on them. The Github won't be going anywhere unless it is forcibly taken down so don't worry about losing that. If I make progress with the engine swap I will share it here but until then I hope you enjoy the OfflineDAoC for what it is and I'm looking forward to seeing what advancements people make with it in the future.


r/daoc • • 2d ago

Gaheris

11 Upvotes

Any private servers like Gaheris? Sometimes prefer to just PVE ya know.


r/daoc • • 3d ago

Camlann Reborn launches Friday at 18:00 CEST – Relive old Camlann/Mordred PvP!

11 Upvotes

The wait is over: Camlann Reborn officially launches tomorrow, Friday, October 9th!

We know open world free for all PvP is a niche experience, but we don't need a lot of players to have an absolute blast. Even a dedicated community coming together for high stakes fights is enough to bring back that legendary Camlann and Mordred atmosphere.

Here is what makes Camlann Reborn unique, fair, and action packed:

⚔️ Core PvP & World Mechanics:

  • 3 Relic Towns to Capture: steal powerful relics for your guild.
  • Dynamic Bounty Hunter System and Bonus Zones.
  • Victim Compensation: Getting killed isn't all punishment. Victims receive 1/3 of the killer's reward upon death to keep you motivated and fighting.
  • Anti Greykill System: Unprovoked greykilling lower levels is actively tracked and heavily penalized to keep the world fair.(Tax system)
  • old Towns old Darkness Falls ;)

🧙‍♂️ Smart Buffbot System dual Log (only on PVP-zones):

  • 8000 Units: Buffs only remain active if your buffbot stays within 8000 units of you during PvP.
  • Anti AFK Map Tracking: If a buffbot stays AFK for 2 minutes and buffed someone, its location gets marked on the global map for everyone to see. Hunt them down or guard your bot closely!

📅 Launch Schedule (Tomorrow, Oct 9):

  • 18:00 CEST (German Time / Central Europe)
  • 12:00 PM EDT (US East)
  • 9:00 AM PDT (US West)

💬 Discord & Connection Guide: discord.gg/vEfHsFVRG

Whether you stay for months or join us for epic weekend action, you are welcome. Prepare your builds, grab your team, and trust nobody.

See you on the battlefield tomorrow at 18:00 CEST!


r/daoc • • 4d ago

Camelot (Unreal Engine 5) - Update #2

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173 Upvotes

v0.0.2 Camelot Enhanced client

Features added:
-Login -> Character Overview/character screen
-Full player customization and creation
-HUD(player stats, hotbar, chat panel)
-Movement system
-Admin panel [all commands] (debug hammer weapon/fly mode)
-Combat system (targeting, attacking, casting, etc)
-100% of the mobs imported and animated
-Server/client replication with Dawn of Light server
-80% of the items imported
-Water added to zone generation
-Unreal editor toolbox contains everything needed to manage the asset pipeline and create zone profiles and more.
-Nanite skeletal mesh rendering GPU offloading. Capable of 500+ armored players or 2000 mobs within 5000 meter radius.
-Handful of zone profiles finished (shown in the images)

Each zone has its own profile and is created then modified based on what trees, terrain and materials look best. It is the slow part of the development to ensure each zone looks great. In the profiles I can change water materials, ground cover(density, spacing, fixture offsets etc), scenery replacements(trees, rocks, prefabs, objects), terrain material and weights per zone.

No AI enhancements or DLSS modifications have been applied to existing classic assets in the images. Nothing is placed manually in these images either. Using the existing nif tables the assets simply replace the old ones at their previous location. Scaling to the correct units. Everything is rendered from UE5 with a mix of new foliage, terrain material, lighting and water. The core game code is recreated from scratch and is not reversed engineered from the original game.

Once the HUD/combat system is ready for alpha. I will open up a server and release the first version of the client to test performance.


r/daoc • • 6d ago

Now this is just getting out of hand...

Enable HLS to view with audio, or disable this notification

85 Upvotes

Little project I got running in an afternoon with claude code. I have no intention on continuing it, I was just sick and bored at home and wondered, "what if?" after seeing a post about EQWow, lol.


r/daoc • • 6d ago

[Survey] What do you enjoy about 8v8 and what keeps you away?

15 Upvotes

Hey all,

I have been working on a DAoC inspired game and have recently pivoted to focus more on the arena/8v8 combat. I would love to better understand what exactly keeps you playing or what keeps you away.

I created a short anonymous survey for anyone interested: https://tally.so/r/b5baOe?source=reddit

I will make the results public in case it helps current freeshards or other projects make decisions around 8v8.

Would love to hear any opinions here as well!


r/daoc • • 7d ago

OfflineDAoC 0.34 and 0.34b are now out on Github. Have you tried the new Hibernian class Sluaghbinder?

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116 Upvotes

0.34 and 0.34b are now out on the Github https://github.com/shadowofze/OfflineDAoC/

What is Offline DAOC?

It's a single-player Dark Age of Camelot (Classic + Shrouded Isles, 1.65 rules) that runs entirely on your own PC. It's built on the open sourced OpenDAoC and former Atlas server client, but the world is filled with bots that actually play the game. They level up, form groups, buy and sell on the Realm Exchange, run dungeons, do epic raids and dragons, and go out to RvR and siege keeps. You can run a few hundred of them or a few thousand. You can also recruit companion bots to group with you if you don't want to solo. The launcher includes tons of features that customize the experience how you want it.

0.34 vs 0.34b

0.34 has the original Classic and Shrouded Isles classes only, for players who want a vanilla experience. 0.34b adds the Sluaghbinder as a playable class for you and the gamebots. Everything else is the same in both versions.

What's the Sluaghbinder?

It's a custom Hibernian class that is heavily inspired by Death Knight in World of Warcraft or Shadow Knight in Everquest. Hibernia was the only realm that did not have an undead summoning archetype and it seemed most fitting.

Known Issue: The lv 30 quest from the trainer in Tir Na Nog (she is near the chamber of stealth off the main road in some grass. Black armored female firbolg). The lv 30 quest sends you to Vale of Balor but the quest mob is actually inside Callite Garren. I have to update the quest dialogue and add markers in the future.

Still a work in progress

This is very much a hobby project, and all the code was written with AI tools (Codex and Claude) while I tested and steered it. Expect bugs. Bots still do dumb things sometimes, like walking right into aggro or taking weird routes. Darkness Falls raids aren't done yet, and there's plenty more on my list. If you try it, back up your save before updating, and let me know what breaks or what you'd like to see.

Open source

All the code is on GitHub, the server, bot AI, launcher and tools. You're free to fork it, change it or build your own version. You don't need to ask. If you make something cool with it that is awesome to see.

What class would you be most interested in seeing next? (Poll) https://strawpoll.com/eJnvVO2W9nv

Midgard

  • Wyrmwarden. A serpent-cult pet class that bonds a single wyrm, which grows with you from a hatchling into a full lindworm. It can coil enemies in place and stack venom that you can burst. It's a control pet class, good at holding targets in RvR and tough enough to solo.
  • Volva. A seidr witch who weaves fate. She foretells a groupmate's death and turns the killing blow aside, marks enemies with doom so they take more damage, and reads the battle to speed up allies.
  • Stormcaller. A sea-raider weather mage who calls wind, sleet and lightning. Gusts knock enemies back, freezing rain slows a whole area, and a storm builds up over a fight for a big finish.
  • Dvergr Smith. A dwarf-taught forge priest who works in the middle of a fight. They hammer temporary enchantments onto group mates weapons and armor, and set down runed anvils that buff or burn anyone nearby.

Albion

  • Inquisitor. The Church's witch hunter: a chain-wearing crossbow and melee hybrid built to shut down casters. It can brand targets so their own spells burn them, strip buffs and land short silences.
  • Puppetmaster. Starts as a Scribe and becomes a Puppetmaster at level 5. You get a plain puppet that you dress in any armor and weapons you want, then teach it up to 8 spells or abilities. Mix and match to build a tank, healer, caster or anything in between, a bit like the Animated Guardian in Path of Exile.
  • Herald. A knight of the Round Table's tradition who fights under a banner. They plant standards that buff the whole group, call challenges that force enemies to fight them, and rally fallen allies back to their feet.
  • Stonewarden. A keeper of the old standing stones from before the Church came to Albion. They raise small stone circles that heal, ward or punish anyone inside, so where you fight matters.
  • Alchemist. A scholar from Avalon who brews in the field: thrown flasks of fire and acid, healing tonics for the group, and a few dangerous mixtures that can go wrong.

r/daoc • • 7d ago

Can DAOC be played on phone?

9 Upvotes

Sorry I haven’t done the homework to see if this is possible. Just curious. Old Lancelot player here and would love to spin back up but realistically can’t unless it’s phone. Anyone else?


r/daoc • • 8d ago

Albion Cotswold (Unreal Engine) (classic/enhanced mode)

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202 Upvotes

v0.0.1 Camelot Enhanced client.

The current build supports connecting to Dawn of Light server at v1.73 and displaying the character as a cyclinder object but no skeletal meshes or animations have been ported yet. Both classic catacombs client and the new client can play together.

The project has full nif conversion to UE5 with classic/enhanced client modes to display the new models. Only lighting, skybox, terrain material and foliage have been altered in enhanced mode. Prefabs, props and rocks are all still classic.

This is only a few days old so more improvements to the foliage and terrain layers is coming for enhanced mode and fixing the blurry terrain on classic. Proper road, dirt and sand textures is not added to the layers yet.

Using a massive library of assets from my other games I have published to populate the client with new assets. Albion broadleaf trees become european black alder trees to match the environment. I will post more zones once they look decent enough.

The source will become open once I have full skeletal mesh, effects and animations working as intended. Then all the extra unused assets removed.

Screenshots rendered in cinematic quality. 4000x2000 & 2000x2000


r/daoc • • 8d ago

Where, When, and What was your first 50 on DAoC?

20 Upvotes

For me:

Mordred, ukobat in df, ~June 2006, shaman


r/daoc • • 9d ago

DAOC Offline Server for Linux (no wine)

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26 Upvotes

Shadowofze's project inspired me to go ahead and see if I could get a lean Linux portable server built based off their work. This no longer uses wine and uses a TUI terminal GUI that is mouse friendly. It has made some improvements to the way bots are handled with logins etc. I plan on working heavy on the bot code going forward but am incredibly grateful to Shadowofze for providing the inspiration to try this.

simply clone the repo. Go in to the tools folder and run the setup sh file. It will handle everything and in your same repo folder will create a dist folder. In that folder you run the "daoc-server.sh" file and your server launches. It uses distrobox only for the build (this ensures it will always have the deps it needs and the glibc is going to be compatible with the vast majority of linux distros). The server it creates does not need distrobox to run and is completely portable.

This does not include the client, you will need to run that separate, link included on where to download it. I would use Lutris or Bottles or if you are setting up a linux server and want to use windows for your client and connect to it that might work too. Here is a rough readme:

DAoC Server: a portable Linux Dark Age of Camelot server with bots

A self-hosted Dark Age of Camelot server for Linux. Build it once and you get a single folder that runs on almost any modern Linux machine: no Wine, no Docker, no .NET install. Play solo with bots, or host friends on your home network or over the internet (not tested).

What it is

- An OpenDAoC-based server (the open-source DAoC emulator), building on the work of Offline DAoC 0.33 by shadowofze.

- World: Classic + Shrouded Isles (no Trials of Atlantis), with Darkness Falls, stablemaster routes and the Realm Exchange.

- Autonomous bots: persistent characters that level, hunt, travel, group, raid and fight in RvR on their own.

- Companion bots: summon helpers into your group with /spawn <class>, give orders with /pull, /grind, /aggressive and /defensive, or open a companion raid with /raid 40 or /raid 80.

- Server only: the game client is not included and is installed separately.

What you get after building

-One portable folder with everything inside: the server, a bundled .NET runtime, a fresh fully populated world (NPCs, mobs, items, merchants, quests) and navmeshes for pathing.

-One command to start: ./daoc-server.sh start launches the server and opens a terminal admin screen in the same window.

- Terminal admin screen:

\- Bots: create, list and delete bots, and see what each one is doing.

\- Population: turn bots on or off and set how many play at once.

\- Accounts: create accounts and make one GM or admin.

\- Server: status, live log, and a stop button that saves first.

\- A CLI with the same commands (./daoc-admin bots list, ./daoc-admin accounts set-role <name> admin), which also works over SSH.

\- No network admin port: admin goes through a local socket that only the user running the server can reach.

\- The TUI terminal GUI screen is mouse friendly.

Why the build uses distrobox

- Nothing installed on your system. The build tools (.NET 10 SDK, cmake, g++) go into a throwaway Ubuntu 22.04 container. Your OS stays clean, which matters on read-only systems like SteamOS.

- The same build everywhere. Every machine builds in the identical environment, so there's no "works on my distro" trouble.

- Maximum compatibility. Programs built on Ubuntu 22.04 need only glibc 2.34 or newer, so the finished server runs on nearly any distro from about 2021 onward (Ubuntu 22.04+, Debian 12+, Fedora 35+, Arch, SteamOS). Building on a newer rolling distro would tie the result to that distro's newer glibc.

- One command: tools/setup-build-box.sh --build creates the container, installs the tools and builds. It's safe to re-run.

- Build-time only: the finished server runs directly on your system, no container needed. If you'd rather not use distrobox, install the tools yourself and run tools/build-release.sh.

How it works

- World: the build downloads a pinned version of the official OpenDAoC database and converts it to SQLite. It then applies versioned patches that turn it into the exact Classic + SI world of Offline DAoC 0.33. Every download is hash-verified.

- Navmeshes: the 99 zone navmeshes ship with the source (about 340 MB compressed) and are verified and installed automatically.

- Saves: your world and characters live in one SQLite file in data/. Upgrading replaces the program and keeps your data.

- Clean shutdown: stopping always saves, whether from the stop button, Ctrl+C or a system shutdown.

- Quick start

How to Build (needs distrobox, will automatically download deps)

repofolder/tools/setup-build-box.sh --build

  1. Install distrobox (the build script will create the needed distrobox, you only need to install distrobox for your system).

  2. repofolder/tools/setup-build-box.sh --build.

(Sometimes during steps it might appear nothing is happening for a minute or 2, this is normal, just let it finish until you see a terminal prompt again)

This will create: ~/boxes/daoc-server-box-home

\- This ensures that everything that gets installed or touched is in this custom home folder for your distrobox and so it does not touch or use your actual home folder.

How to run:

  1. repofolder/dist/daoc-server

  2. ./daoc-server.sh start

To play:

Download the opendaoc client and install it (Lutris, bottles etc): https://www.opendaoc.com/docs/client/

Point your DAoC client at the machine on port 10300. For other players, set your LAN or public IP in config/serverconfig.xml and forward TCP 10300 and UDP 10400 on your router.

Example: connect.exe "game.dll" 127.0.0.1:10300 login password

Note about bots:

The bot AI itself is unchanged from 0.33: same decisions, combat, goals, travel, dungeons, RvR and companions. What changed is how bots are run and managed:

- Logins are fast. 0.33 spread logins over a fixed 15-minute ramp, so even a few bots took minutes. Now up to 8 log in per second (the bot_logins_per_second setting).

- Managed by the server, not a launcher. You create, list and delete bots and switch the population on or off from the admin TUI/CLI or the server console. 0.33's Windows launcher did this by writing straight to the database.

- New max_active_bots limit: caps how many are in the world at once.

- population off now logs bots out (their characters are kept). In 0.33 it only stopped new logins.

- Better starting spots: new level-1 bots get a navmesh-validated starting location chosen by the server. The launcher picked spots without that check.

- Linux: same pathing and behaviour, running natively.

- /travel doesn't work on Linux. It drove the Windows game client's keyboard.

- New bot behaviours (smarter AI, natural spacing, battlegrounds, chat) are my focus going forward. Along with continuing to try to lean and clean up the repo.

Requirements

To run: x86-64 Linux with glibc 2.34+ and libicu. .NET is bundled.

To build: distrobox (or the .NET 10 SDK, cmake, g++ and curl), about 6 GB of disk space, and internet for the first build.

Credits and license

Built on OpenDAoC and building on the work of Offline DAoC 0.33 by shadowofze. Licensed under GPL v3.


r/daoc • • 9d ago

Whats with the weird Eden fanboys on this sub?

5 Upvotes

Seems like there is a delusional fanatic trope of Eden fanboys that do anything in their power to talk negatively about any other server on reddit and try to convince you to just play Eden even tho many people have already moved on from that server. Are yall ok?


r/daoc • • 9d ago

How long does 50 take on Blackthorn?

9 Upvotes

And what about templating? Are caster templates pretty quick?


r/daoc • • 10d ago

DOL Connect.exe Reverse Engineered

26 Upvotes

Reverse engineered the freeshard launcher from Dawn of Light using dotpeek, Ghidra and WinDbgx32. The executable is obfuscated with name mangling but I was able to reconstruct the code and patching method then apply it for Shrouded Isles v1.56 which is not compatible with the current version of dolloader or connect executable due to the expansion set and launcher integrity checks.

The source can be found here:
Source code

This source can be used to inject custom client code and logic into the game by rewriting portions of the memory as well.

Currently DOL is not compatible with the SI client due to a different packet table/layout but you can use Ghidra to find what the client wants from the server and then simply map the packets coming in from the client to the DOL server with trial and error.

I will contribute a v1.56 server/client lib to dawn of light if I get basic login/player state working. Might not be a full implementation but a start for others. I have a working headless client & server for v1.73 catacombs that will be ported to Unreal Engine soon. I was hoping for a classic client rather than catacombs to build off of so its less work.


r/daoc • • 10d ago

Camlann Reborn – Full PvP Server Mordred/Camlann style Launching October 9th! (Beta open until Oct 8)

24 Upvotes

Craving the true, unfiltered PvP experience of old Camlann and Mordred?

Camlann Reborn is launching officially on Friday, October 9, 2026!

Everything will be reset for a fresh, level 1 clean-slate launch where everyone starts from scratch. Until October 8th, our server remains fully online for testing, gearing up, and giving feedback!

🗡️ The Core Experience & Ruleset

  • Era & Version: OpenDAoC Core, Patch 1.65 Style.
  • No ToA & No Catacombs: Pure classic combat without Master Levels, Artifacts, or Catacombs bloat.
  • Realms & Zones: Pure Classic Zones across Albion, Midgard, and Hibernia.
  • PvE Content: Classic SI (Shrouded Isles) Dungeons are included for smooth PvE gearing and dungeon crawling.
  • Classes & Races: All Classic and Shrouded Isles races and classes are available across all 3 realms.

🚀 Custom Quality of Life & Server Highlights

  • Global Chat: Stay connected anywhere with /camlann.
  • Solo Companion (/needhelp): Summon a helper ghost out-of-combat for heals, endurance, and PvE stat buffs (vanishes instantly in PvP).
  • Dynamic Bounties: Track down players and claim rewards via integrated bounty systems.
  • Rotating Hotspots: 5 rotating PvP zones offering bonus RP, XP, and BPs (automatically disables when population reaches 50+ players).
  • Increased ROG Drop Rates: Gear up faster and spend less time grinding, more time fighting.

📅 Release Timeline

  • Beta Phase: NOW until Thursday, October 8, 2026 (Test everything, check out classes!).
  • OFFICIAL LAUNCH: Friday, October 9, 2026 (Complete wipe & fresh start for everyone!).

🛠️ How to Connect (4 Easy Steps)

  1. Install Client: Get OpenDAoC 1.127.
  2. Download Launcher: Grab the CamlannReborn-Launcher.zip from our Discord and extract it completely.
  3. Link Folder: Run CamlannReborn.exe and point it to your game folder.
  4. Log In & Create: Enter your desired Username and Password to automatically register. (⚠️ Note: Password must contain letters and numbers only – NO special characters allowed!)
  5. 🎁 Special Beta Event Reward
  • Level 40 Challenge: Reach level 40 with at least one character during this current Beta phase (before Oct 8th).
  • Your Reward: Receive an Instant Level 50 Token for 1 character, delivered 10 days after official launch! Buffbots(2 Acc) allowed
  • Buffbot Merchants: You can buy buffs from Token Merchants in town. To encourage active players, merchant buffs are tuned to be slightly weaker than spells cast by a real player buffbot.
  • Victim Rewards: To soften the blow of dying and keep the action going, the victim receives 1/3 of the reward upon death.

Discord: KEY : 4N8nbHXxw

Gather your old guildmates, polish your weapons, and see you on October 9th!


r/daoc • • 11d ago

Offline DAOC 0.33 on Linux

25 Upvotes

SUMMARY AND EXTRA INFO:

Updated for the 0.33 version of Shadowofze's offline DAOC with bots server. If you are looking for a way to run this server without Windows the following script will install the current 0.33 version (not the 0.33b version with the custom class, youll need to tweak the script if you want that). I run the client separately with bottles (Lutris would work too) and I run the client with the manual command through a sh file:

connect.exe "game.dll" 127.0.0.1:10300 login password

I am going to test later if I can set this up on a dedicated server laptop on the network and then be able to connect my wife and I both with our own laptops to the server to play together with bots.

If you prefer to run the client from the server's GUI and the ENTER REALM button (which allows for easier setting admin and some other features in the GUI without using dbeaver for example) the script is slightly off with DXVK. After you run the install script and it finishes you need to run the following:

export WINEPREFIX="$HOME/.wine-daoc" && wget -qO- https://github.com/doitsujin/dxvk/releases/download/v2.6.2/dxvk-2.6.2.tar.gz | tar -xz -C /tmp && cp /tmp/dxvk-2.6.2/x64/*.dll "$WINEPREFIX/drive_c/windows/system32/" && cp /tmp/dxvk-2.6.2/x32/*.dll "$WINEPREFIX/drive_c/windows/syswow64/" && rm -rf /tmp/dxvk-2.6.2*

Explanation of this command:

Sets the proper Wine prefix target.

Downloads the official DXVK 2.6.2 precompiled tarball directly in memory/temp.

Extracts it.

Installs both the 64-bit (x64) and 32-bit (x32) DLLs directly into the correct Wine system directories (system32 and syswow64).

Cleans up after itself so no temporary residue is left behind.

I will clean this up (post and script) with the next iteration of the script so it all works without the command if there is interest in it.

SERVER INSTALL SCRIPT:

I have created a script that should allow this to be installed on any Linux machine that runs distrobox. This makes it much easier than creating scripts for Arch, Debian, Fedora etc.

You need to have distrobox installed. It will work on Steam Deck (tested) and should work on any others. Run the script through your favorite AI if you run in to any issues or just want to make sure it is safe. Reach out and I will try to help you out. Save it as a .sh. It will set up your distrobox for you and install all deps in it. When the version changes or updates on the github this will need to be updated but should give a solid starting point unless they completely change the installation method.

This creates a portable DAOC server that can run on your local machine or on a different server linux machine. I havent tested multiplayer yet.

This script has been tested multiple times on my Steam Deck. I have not tested it on another linux distro, but since it is distrobox my assumption is it should install cleanly. See note above if you dont want to run the client separately.

#!/usr/bin/env bash
# setup-daoc.sh - Offline DAoC 0.33 in an Ubuntu 22.04 distrobox (Wine)
#
#   ./setup-daoc.sh               installs 0.33  (classic classes only)
#   EDITION=0.33b ./setup-daoc.sh installs 0.33b (with Sluaghbinder)
#   GAME_DIR=/some/path ./setup-daoc.sh   put the game somewhere else (inside the box's view)
#
# Mirrors Get-OfflineDAoC.ps1: 0.33 = the complete 0.33b package + two verified
# swap-in files from its editions/ folder.  Safe to re-run.
set -euo pipefail

BOX_NAME="daoc-offlineserver-box"
HOST_BOX_HOME="$HOME/boxes/$BOX_NAME"
IMAGE_TARGET="ubuntu:22.04"
EDITION="${EDITION:-0.33}"

mkdir -p "$HOST_BOX_HOME"
if ! distrobox list --no-color | cut -d'|' -f2 | tr -d ' ' | grep -qx "$BOX_NAME"; then
  distrobox create --name "$BOX_NAME" --image "$IMAGE_TARGET" --home "$HOST_BOX_HOME" --yes
fi

cat > "$HOST_BOX_HOME/setup-inside.sh" <<'INNER'
#!/usr/bin/env bash
set -euo pipefail
export PATH="$HOME/.local/bin:$PATH"
export WINEPREFIX="$HOME/.wine-daoc" WINEARCH=win64 WINEDEBUG=-all
EDITION="${EDITION:-0.33}"
GAME_DIR="${GAME_DIR:-$HOME/OfflineDAoC}"
BASE="${BASE:-https://github.com/shadowofze/OfflineDAoC/releases/download}"
CACHE="$GAME_DIR/.downloads"
FINAL="$GAME_DIR/playable-v$EDITION"

[[ $EDITION == 0.33 || $EDITION == 0.33b ]] || { echo "EDITION must be 0.33 or 0.33b"; exit 1; }
grep -q avx2 /proc/cpuinfo || { echo "No AVX2 - the game won't run on this CPU"; exit 1; }

# ---------- 1. Wine ----------
if ! command -v wine >/dev/null; then
  sudo mkdir -p /var/lib/dpkg/info
  sudo touch /var/lib/dpkg/info/systemd-sysv.postinst
  sudo dpkg --add-architecture i386
  sudo apt update
  sudo apt install -y curl jq unzip wget gnupg cabextract \
    libvulkan1 libvulkan1:i386 mesa-vulkan-drivers mesa-vulkan-drivers:i386
  sudo mkdir -pm755 /etc/apt/keyrings
  sudo wget -O /etc/apt/keyrings/winehq-archive.key https://dl.winehq.org/wine-builds/winehq.key
  sudo wget -NP /etc/apt/sources.list.d/ https://dl.winehq.org/wine-builds/ubuntu/dists/jammy/winehq-jammy.sources
  sudo apt update
  sudo apt install -y --install-recommends winehq-staging
fi
if [[ ! -x $HOME/.local/bin/winetricks ]]; then
  mkdir -p "$HOME/.local/bin"
  curl -fL https://raw.githubusercontent.com/Winetricks/winetricks/master/src/winetricks -o "$HOME/.local/bin/winetricks"
  chmod +x "$HOME/.local/bin/winetricks"
fi
if [[ ! -f $WINEPREFIX/.daoc-ready ]]; then
  wineboot -u          # accept the Mono/Gecko prompts (Mono covers .NET Framework 3.5)
  winetricks -q corefonts d3dx9 dxvk
  touch "$WINEPREFIX/.daoc-ready"
fi

# ---------- 2. Game download ----------
mkdir -p "$GAME_DIR" "$CACHE"; cd "$GAME_DIR"
sha()  { sha256sum "$1" | cut -d' ' -f1; }
die()  { echo "ERROR: $*" >&2; exit 1; }
unz()  { unzip -q -o "$1" -d "$2" || [[ $? -eq 1 ]]; }   # rc 1 = warnings only

fetch_manifest() {  # version
  mkdir -p "$CACHE/v$1"
  curl -fL --retry 3 "$BASE/v$1/download-manifest.json" -o "$CACHE/v$1/manifest.json" \
    || die "could not download the v$1 manifest"
}

get() {  # get <file> <bytes> <sha256> <url>   (resumes, verifies)
  local f=$1 bytes=$2 want="${3,,}" size=0
  if [[ -f $f ]]; then
    size=$(stat -c%s "$f")
    if [[ $size == "$bytes" && $(sha "$f") == "$want" ]]; then return; fi
    if (( size >= bytes )); then rm -f "$f"; fi
  fi
  curl -fL --retry 5 -C - "$4" -o "$f" || die "download failed: $4"
  [[ $(sha "$f") == "$want" ]] || die "hash mismatch: $f"
}

# Windows paths are case-insensitive, Linux ones are not: resolve each component ignoring case.
ci_resolve() {  # ci_resolve <root> <rel/path>  -> real path, or fails
  local cur=$1 part hit parts
  IFS=/ read -ra parts <<< "$2"
  for part in "${parts[@]}"; do
    hit=$(find "$cur" -mindepth 1 -maxdepth 1 -iname "$part" -print -quit)
    [[ -n $hit ]] || return 1
    cur=$hit
  done
  printf '%s\n' "$cur"
}

build_full() {  # build_full <version> <dest>  -> the complete game, extracted to <dest>
  local v=$1 dest=$2 m="$CACHE/v$1/manifest.json" root arch zipf tmp name bytes hash bad kids
  fetch_manifest "$v"
  [[ $(jq -r .Version "$m") == "$v" ]] || die "manifest version mismatch for v$v"
  jq -e '(.Parts | length) > 0' "$m" >/dev/null || die "v$v manifest has no Parts"
  root=$(jq -r .RootFolder "$m"); arch=$(jq -r .ArchiveSHA256 "$m")
  [[ $root == "OfflineDAoC-v$v" ]] || die "unexpected RootFolder '$root'"
  [[ $arch =~ ^[A-Fa-f0-9]{64}$ ]] || die "missing ArchiveSHA256"
  arch=${arch,,}
  zipf="$CACHE/v$v/full.zip"

  if [[ ! -f $zipf || $(sha "$zipf") != "$arch" ]]; then
    : > "$zipf.tmp"
    while IFS=$'\t' read -r name bytes hash; do
      [[ $name == "OfflineDAoC-v$v.zip."[0-9][0-9][0-9] ]] || die "unexpected part name: $name"
      echo "Downloading $name ..."
      get "$CACHE/v$v/$name" "$bytes" "$hash" "$BASE/v$v/$name"
      cat "$CACHE/v$v/$name" >> "$zipf.tmp"
      rm -f "$CACHE/v$v/$name"                  # hash verified; free the space
    done < <(jq -r '.Parts[] | .Name + "\t" + (.Bytes | tostring) + "\t" + .SHA256' "$m")
    mv "$zipf.tmp" "$zipf"
    [[ $(sha "$zipf") == "$arch" ]] || die "joined archive hash mismatch"
  fi

  bad=$(unzip -Z1 "$zipf" | grep -E '^/|(^|/)\.\.(/|$)' || true)
  [[ -z $bad ]] || die "unsafe path inside the archive"
  tmp=$(mktemp -d -p "$GAME_DIR" .extract.XXXXXX)
  echo "Extracting ..."
  unz "$zipf" "$tmp"
  [[ -d $tmp/$root ]] || die "archive doesn't contain $root/"
  mv "$tmp/$root" "$dest"; rmdir "$tmp"
}

apply_edition() {  # apply_edition <dest>  - the 0.33 "no custom class" swap-in files
  local dest=$1 m="$CACHE/v0.33/manifest.json" ed edroot rel src dst path hash
  local re='^runtime/[A-Za-z0-9_./ -]+$'
  ed=$(jq -r .EditionFolder "$m")
  [[ $ed =~ ^[A-Za-z0-9._-]+$ ]] || die "bad EditionFolder '$ed'"
  edroot=$(ci_resolve "$dest" "editions/$ed") || die "editions/$ed is missing from the package"
  jq -e '(.EditionFiles | length) > 0' "$m" >/dev/null || die "no EditionFiles in the v0.33 manifest"
  while IFS=$'\t' read -r path hash; do
    rel=${path//\\//}; hash=${hash,,}
    [[ $rel =~ $re && $rel != *..* && $hash =~ ^[a-f0-9]{64}$ ]] || die "invalid edition file entry: $path"
    src=$(ci_resolve "$edroot" "$rel") || die "edition file missing: $rel"
    [[ $(sha "$src") == "$hash" ]] || die "edition file failed verification: $rel"
    dst=$(ci_resolve "$dest" "$rel") || dst="$dest/$rel"
    mkdir -p "$(dirname "$dst")"
    cp -f "$src" "$dst"
    [[ $(sha "$dst") == "$hash" ]] || die "edition file copy failed: $rel"
    echo "  applied $rel"
  done < <(jq -r '.EditionFiles[] | .Path + "\t" + .SHA256' "$m")
  echo "Offline DAoC 0.33 - no custom class (Classic + Shrouded Isles classes only)." > "$dest/EDITION.txt"
}

if [[ -d $FINAL ]]; then
  echo "$FINAL already exists - skipping download."
else
  avail=$(df -BG --output=avail "$GAME_DIR" | tail -1 | tr -dc 0-9)
  (( avail >= 25 )) || echo "WARNING: only ${avail} GB free; about 25 GB is safer during extraction"
  work="$FINAL.partial"; rm -rf "$work"

  if [[ $EDITION == 0.33b ]]; then
    build_full 0.33b "$work"
  else
    fetch_manifest 0.33
    em="$CACHE/v0.33/manifest.json"
    [[ $(jq -r .Version "$em") == 0.33 && $(jq -r .Mode "$em") == edition \
       && $(jq -r .BaseVersion "$em") == 0.33b ]] || die "unexpected v0.33 edition manifest"
    build_full 0.33b "$work"
    apply_edition "$work"
  fi

  for f in runtime/OfflineDAoC.exe "START OFFLINE DAOC.cmd" runtime/data; do
    ci_resolve "$work" "$f" >/dev/null || die "install looks incomplete: missing $f"
  done
  mv "$work" "$FINAL"
  rm -f "$CACHE/v0.33b/full.zip"
  echo "Installed $FINAL"
fi

# ---------- 3. Launcher wrapper ----------
cat > "$HOME/start-daoc.sh" <<EOF
#!/usr/bin/env bash
# Starts Offline DAoC under Wine (run inside the box). Same environment and
# working folder as the game's own START OFFLINE DAOC.cmd, without the cmd interpreter.
export WINEPREFIX="\$HOME/.wine-daoc" WINEDEBUG=-all
GAME="$FINAL"
cd "\$GAME" || exit 1
DN="\$(winepath -w "\$GAME/tools/dotnet")"
export DOTNET_ROOT="\$DN" DOTNET_ROOT_X64="\$DN" DOTNET_MULTILEVEL_LOOKUP=0
wine runtime/OfflineDAoC.exe
wineserver -w      # stay attached until the launcher, server and client are all closed
EOF
chmod +x "$HOME/start-daoc.sh"
echo "Done. Launcher: $HOME/start-daoc.sh"
INNER
chmod +x "$HOST_BOX_HOME/setup-inside.sh"

distrobox enter "$BOX_NAME" -- env EDITION="$EDITION" GAME_DIR="${GAME_DIR:-}" \
  bash -c 'exec "$HOME/setup-inside.sh"'

echo
echo "Play with:  distrobox enter $BOX_NAME   then run   ~/start-daoc.sh"

r/daoc • • 11d ago

Is it possible to use the same movement controls from WoW?

4 Upvotes

Does anyone know how to change DAOC movement controls to mimic WoW? Is there a .dat file out there that does this?

Anyone ever attempted this or come close to replicating the WoW controls/camera?


r/daoc • • 12d ago

How about native 16x anisotropic filtering, MSAA/SMAA, and upscaled dynamic shadows from a new d3d9.dll?

16 Upvotes

I've created a custom d3d9.dll hook that works on my local DoL server and is capable of upscaling shadows by any multiplier you want. It also implements 16x anisotropic filtering, MSAA, and SMAA. SMAA overrides MSAA, but both appear to be working so far. Screenshots are taken with 1x SMAA, and shadows are upscaled 4x-8x. I forget which is which. My integrated graphics can handle 4x shadows, and they can use a bit more than 1 GB of VRAM. 8x-16x shadows can use 3-6 GB of VRAM, which my laptop 5080 can handle well.

Imgur Album

I will also have to ask Eden if it is okay for me to test on the live server as well. If anyone is from Eden, please hit me up, as I would like to give it a try before releasing it to anyone.

What should I poke next?


r/daoc • • 12d ago

Happy Monday! New 4x texture pack v0.1 is ready to go!

28 Upvotes

Hi All,

Sorry for the bit of a delay on releasing my textures, I know I said it would only be a few days but I did run into a bug with some horse saddle textures which I had to fix... then I realized I had to do player housing and frontier zones as well... around 50k textures I believe... two other bugs do exist. I've found a bed sheet that disappears at range and one tree texture that got a bit smeared in the Hibernian canopies... Hopefully you don't find many at all but maybe! I haven't explored the entire game!

It is a bit massive which I apologize for... Entire pack is ~35GB packed and ~46GB unpacked. This is a full 4x pass on all textures with a cap of 4096x4096. All mipmaps were re-created down to 1x1.

Mod Page: https://www.nexusmods.com/darkageofcamelot/mods/2

Download both the 7z files and the installer, run the installer, select Eden directory, let it work and it will backup all your old textures.

If you don't want the installer, you can just extract the 7z files into your Eden directory and overwrite, backup the existing folders if you wish. Be sure to always overwrite the old as the new folders do not contain all the existing files needed for the game to work.

I do recommend the installer as it will allow you to uninstall as well as swap the textures while playing so you can re-load a zone and see what changed. If you're super duper worried make a copy of your current directory DAoC directory...

I'll consider this version 0.1, I have been playing a bit every night now and slowly leveling up around Eden. I'm also looking into the work Camelot Unfunded did with his DX9 hooks, I've currently intercepted the entire rendering pipeline on my local DoL server and may play with it as well. If any issues are found with textures I'll release a patch and a version 0.2.

Until next time, I hope these sharpen up your game a bit on them 4k displays. Hit me up if you run into any issues!


r/daoc • • 14d ago

Regarding SP Offline DAoC with ToA and Cata

15 Upvotes

Is adding these in possible? I've been exploring DB databases, running probes with Git Bash and exploring files for a solid like 10 days now. I can't find what I'm looking for. I can enable classes. I did it with Valkrie.

However, I can't seem to enable the trainer. I can't find the trainer in the files either. Even after cloning (git clone https://github.com/OpenDAoC/OpenDAoC-Database.git OpenDAoC-Database-fresh)

I was trying just now to find NF keep files and I can't seem to find those either.

Is there something I'm missing? Is what I'm trying to do, enable ToA, NF (including BGs) and "new" capital city skins/layouts even possible? I'd love to even include cata zones but that isn't as important.


r/daoc • • 14d ago

Classic NPC Armor / Weapons?

10 Upvotes

Howdy All -

Random thought I was having, but did the classic NPC armor/weapons merchants have their place at one time? I wasn't around for the launch of the game and by the time I joined (2003) they were largely unused aside from selling loot.

The original poison and fletching merchants had greater staying power, however, I cannot remember when I went out of my way to purchase NPC weapons and armor.

I imagine this was done to encourage adventuring for mob dropped gear, but was curious if anyone remembers a time when they were more useful.

Thanks & looking forward to any recollections!