Recruit Posts
A camp at every zone entrance and porter: one recruit per class, at the zone's level and never more than three above you. /recruit all fills your group.
Private server · Offline DAoC 0.37 fork · New Godot client
An old-school Dark Age of Camelot where the whole server is yours. Recruit a full AI party at any portal, talk to them like guildmates, and take them into battlegrounds, Darkness Falls, Atlantis and the Labyrinth.
Quest 1
Launch, make a character, and you are leveling with a full party in minutes.
daoc, or daoc --tv for fullscreen Cinematic on the big screen./class, from anywhere. XP runs at 3x.Party
A full group of real companion bots that level, gear up, remember you and follow orders.
A camp at every zone entrance and porter: one recruit per class, at the zone's level and never more than three above you. /recruit all fills your group.
Shared XP, level-ups, new gear every five levels, champion and master levels. /team upgrade buys better kit.
/team save your favourite eight and /team load them anywhere. Autosaves every ten minutes.
Every post has one. Buff my team hands out the full base and spec set, haste and shields for an hour.
Veterans keep a history. Retire them to the hub with /team retire. Permadeath exists but is off.
Bodies are pre-built in the background, so the whole party appears in about five milliseconds.
Group chat
Companions chat in 2002-era MMO style through local LLMs, react to kills, deaths and level-ups, and take orders in plain English.
!yes./g plan, a debrief after wipes.Roads
/port moves the whole team to any town, dungeon, battleground, keep or ported zone, and /port back returns you. Ported zones are open to all three realms, and loot rolls in your realm's version.
Each town hub gathers a Team Porter, hastener, free buffs, vault, master trainer, recharger, enchanter, blacksmith, training dummy, RvR board, crier, quartermaster, herald, champion trainer, guide and raid board.
Realm vs realm
A battleground director fills the field the way real ones felt: solo stealthers and archers, duos, small groups, the odd zerg at the keep. Roles rotate between roamers, campers, add-joiners and defenders, and the fight ebbs and flows over half an hour.
Hurt bots flee and regroup, healers kite, keeps change hands with counter-attacks, and realm points buy gear from the Quartermaster. Only the battleground you stand in is fully simulated, so it stays smooth.
Expansions
A zone factory converts each map from the live client, adds HD textures, a navmesh, monsters, realm loot, bosses and porters, then tests it.
Ten underground zones including the Abandoned Mines, Burial Grounds and Glashtin Forges, guarded by Gravelmaw the Overseer.
10 zones
Champion levels 1–10 with twelve trees, epic mounts, the Gaols, the Foothills, the throne rooms and Demons' Breach.
10 zones · /champion
Stygia, Volcanus and the Atlantean halls, Master Level trials 1–6, twelve artifacts and Arbiter Khepri at the Ruins.
10 zones · /ml
Four hundred and fifty monsters, forty-two discovery obelisks, sixteen Minotaur relics and the sixteen-man Maghras raid.
zone 245 · /lab
Plus a rebuilt Darkness Falls: five level wings, a five-boss demon lord ladder, seals, Abyssal Marks and weekly loot resets (/df).
The world moves
An AI game master proposes invasions, caravans, bounties, relic raids and keep sieges, and always asks first. The realm war keeps moving while you are away.
The client
Vanilla, Enhanced and Cinematic, with an auto-tune that holds 90 fps at 4K.
HAT-L upscaled world, PBR armour and monsters, normal maps on every zone, HD spell effects.
Volumetric fog, lit water and foam, rain that soaks the ground, Midgard snow, clouds and moon phases.
Chat tabs, minimap, quest tracker, damage numbers, team frames, bag sorting, Tab-cycling targets.
Spellbook
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