Dark Age of Camelot: Catacombs Previews
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There is one loot-related thing to mention, though. Monsters in the instances drop Aurulites, which work like the seals in Darkness Falls hand them in to select merchants to get decent gear. After 90 minutes of solo hunting, I had about 600 Aurulites, which was enough for one piece of armor. According to Mythic, the goal is for the loot to be better than the Darkness Falls gear, but have it salvage for less, and from what I saw, it looked marginally better. There are some interesting new pieces I've read about, including items that will lessen the xp loss on death. Also, almost all of the new bonuses will only work in PvE zones; Mythic is trying very hard to make sure the new items don't have a huge impact on RvR.
And the second is at Allakhazam's Magical Realm:
All three realms get new large underground zones where characters of level 1-50 may adventure. These areas are inhabited by the possessed races for their realm, a major part of the story behind the Catacombs expansion. In Midgard zones such as Frontlines, are inhabited by possessed kobolds. In Albion , the Deadlands is a large underground zone where the possessed Inconnu reside. The Deadlands has sort of a ( New Orleans ) feel, with crypts and tombs all about the area, all in some degree of disrepair. For Hibernia the large underground zone is known as the Otherworld, haunted by possessed Shar. The Shar roam an area marked by ruins, with tears in the veil revealing pulsating veins flowing to the Queens Labyrinth. These zones have been set up to allow lower level characters to pass through and survive as long as they keep their wits about them.