During my last article I introduced you to Dark Age of Camelot and gave you a bit of background information about how the game is set up and a bit about the fantastic tutorial in the game. Today I want to introduce you to the Realm vs. Realm combat system and explain how it works and what kinds of things you can expect to see. Keep in mind that all RVR in the game is voluntary so if PVP combat is not your cup of tea, you never actually have to see it or participate in it if you don’t want to.
First of all, player vs. player combat takes the form of Realm vs. Realm combat, a term which Mythic invented and introduced for the first time in DAoC. RvR is restricted to a limited number of zones where action ranges from massive battles to one vs. one fights. Players are awarded realm ranks which equate to realm points, which are used to purchase additional abilities, by killing enemy players, taking relics and defending/taking keeps.
No other game I’ve ever played has quite got this right and DAoC has done just about everything right when it comes to open world combat. In fact, I believe that if Warhammer Online had incorporated the huge maps, choke points, terrain and three realm combat system DAoC has it would be a much bigger success than what it is today. I especially think that WAR needs that third faction to break up the lack of combat when the frontiers empty out for city sieges.
The frontiers are HUGE and by HUGE I mean freaking stinking HUGE. There are battlegrounds in DAoC alone which are bigger than the little RVR islands WAR has made available. You can literally spend hours wandering around the RVR frontiers in DAoC and still not see and touch every corner of the map. Each realm has its own frontier and transport to combat is pretty easy. Members can port directly to keeps they own in each frontier as long as there is a good supply line to that keep. Players can also use boats which will take you to battle and drop you and your team off. It’s easy to find the fight with the Realm War Map which identifies where in the frontiers the battles are raging … and players do an excellent job using the chat system to relate battle information on troop movements and such.

Relic raids benefit the victor with an extra relic and a bonus to melee or spell damage/healing for their entire realm (RVR or PVE).
Each realm has keeps surrounded by walls and towers you can attack, and by attack I don’t mean you just beat down a door and run inside. No no no, you get battering rams, catapults and trebuchets and you beat down doors and walls and when those walls are destroyed you actually see them crumble to the ground. I think it’s fantastic the amount of detail this game has. If you launch a ball of ignited pitch into the air you will actually see that ball of burning pitch soar through the air and explode against the door or wall. It’s pretty awesome to see … especially when you’ve got several of them going at the same time.
Each realm has their own frontiers with their own keeps to fight over. As a realm slowly takes over an enemy frontier by destroying and claiming those keeps and towers the losing realms relic slowly becomes weaker to attack and more vulnerable to battle. Each realm has 2 relics and each relic either provides a boost to melee or magical attacks/healing. So when one realm is successful in stealing a relic from an enemy the winner gets stronger in one of those areas.
Each class in the game has its strengths and weaknesses so it’s wise to enter RVR with friends. There is nothing worse than running around the frontiers solo only to have a full team of enemies come up from behind you with Minstrel, Bard or Skald speed and be mezzed/stunned/rooted and killed instantly. You’re going to get frustrated and rage quit if you try and solo in this game. RVR can be a serious challenge until you get the hang of things and find a team you can roll with. Don’t just take a day, run in, die and quit. Take the time to learn your class and find a roll you can play as part of a team. You will find your enjoyment of the game will be greater that way.
So what are the differences in character types? What roles does each of the classes play in DAoC and how best will you fit in based on what character you roll? Let me try and break this down for you.
The tank classes are pure close ranged fighters and have virtually no ability to deal ranged damage, but they wear the heaviest armor and have abilities to reduce the effectiveness of crowd control spells used on them. Melee classes in DAoC are divided into heavy and light tanks. Heavy tanks wear the heaviest armor in the game and often specialize in high damage two handed weapons for RVR or the one handed weapons and shield for PvE (player vs. environment). Light tanks have higher damage output, dual wield weapons, and wear the second heaviest type of armor. Light tanks also have extra abilities to avoid crowd control in RVR.
Casting classes have the highest damage output in DAoC. However, casters have the lowest hit points and lowest level of armor in the game, but almost all casters have a form of crowd control spell to restrain enemies. Their spells can be easily interrupted and they can be targeted quickly in RVR. Casters usually specialize in the control of pet allies, and/or Damage over Time spells, ranged direct damage spells, or point blank area of effect spells.
Stealth classes are capable of rendering themselves invisible to the enemy; this offers an advantage in intelligence gathering in RVR which is very important, and allows players to choose the best ground for an attack. DAoC’s stealth classes are divided into archer and assassin subclasses.
- Assassins specialize in hidden attacks and quick kills. Their unique combat attack, Critical Strike, allows them to attack unsuspecting enemies from stealth, inflicting massive damage. This combat style focuses on reactional combos as well. Assassins also make use of poisons to inflict various status effects and weaken their opponents.
- Archers are the bow wielders of the game, striking enemies from a distance. The archery line gives these classes access to a variety of different shots, allowing them to pick and choose their damage type including the type of arrow depending on the situation or armor type of the enemy. Although the Minstrel hybrid class can train stealth, the primary stealth classes are the Hunter, Infiltrator, Nightshade, Ranger, Scout, and Shadowblade.

Destroy doors or walls to get into keeps during a raid. It's pretty cool to see it when the walls start falling down.
Healing classes in DAoC heal and enhance the combat effectiveness of group members with an assortment of buffs. Although a handful of hybrid classes can cast healing spells, the primary healing classes are Clerics, Druids, Healers, Bards, and Shamans. Healers will often times be the turning point of a battle in the frontiers because damage occurs so quickly it will take a good healer to keep his/her team alive.
Hybrids are a combination of 2 archetypes and range from warrior/caster to priest/caster. Hybrids offer a level of versatility not available to the other classes. The hybrid classes include Champions, Friars, Heretics, Maulers, Minstrels, Paladins, Reavers, Skalds, Thanes, Valewalkers, Valkyries, Wardens, and Vampiirs. If you find it difficult to just pick one role, maybe a hybrid class is more your style. You won’t be the best at any one of these skills, but you will have the ability to contribute to the fight in a variety of different ways.
Each and every one of these classes has a role to fill and each one is as important as the next. When you find yourself lacking in anyone one of these skills you will notice it right away. RVR can be unforgiving if you are not prepared. However, if you find a good team of mates to run the frontiers with I am certain you are going to find success and a whole lot of fun.
So, I’ve tried to describe how the frontiers are made up, what rolls each of the classes play in RVR, a little bit about relics and their benefits and what RvR is. All I can really do is just give you a taste for what this game is about. To really get a feel for what this game is, I would suggest you head over to Camelot Herald, download the game and take part in the 10-day free trial. What’s the worst that can happen? You like it and buy it? Come on now, head over today and give it a whirl. You might just find you like this original classic. Until next time, I will see you in game.























