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DAoC Genesis/Origins (private server)

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
24,725
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
So recently Uthgard has been temporarily taken down to be revamped, and at the same time a new server has been up - DAOC Origins/Genesis (I think they changed the name to Genesis just a few days ago?): http://daoc-origins.net/

It's pretty popular, especially with Uthgard down, pulling in up to 1500 players, and it just added a 2nd computer a few days ago. Origins is also different from the other freeshards in that it has a lot of PVE content too, not just RVR.

According to a source on Reddit:

BAF is wonky. Most do, but some don't. I'm not even sure where this whole "no baf" thing started, probably by people who don't understand how baf works because some mobs don't baf by nature, and others don't unless you are in a group.

Quests are generally working, but a decent bit are in French(at least on Hib).

Some abilities and damage feel like they need to be tweaked, but are for the most part seems fine. Many caster mobs don't cast, or they do cast and hit you them once and they will immediately just try to melee you till one of you dies. This is especially true of caster keep guards whom you can just hit once and if they are on a wall they will just stand in place with their staff out. But this is a common problem with private servers, so it's not a big deal to me personally. It may get fixed down the road. Mobs don't have pathing and ignore collision, again a common private server problem. Hib dragon seems to be mostly working fine, he's kind of buggy, but mostly does everything he should.

I wouldn't know much about Uthgard drops to compare them to Origins, so I can't comment on that but seems to be mostly ok.

Lag and loading is a big problem right now, especially in rvr. Lag is absolutely horrendous in rvr, but new hardware the devs ordered that should arrive in a few days should fix that.

All in all, the server is going through growing pains that all servers go through. They're pretty damn annoying, but it's nothing I haven't seen in other servers. I don't really know much about Uthgard to compare the two, as I didn't play it very much due to frankly, the devs and GM's being shit.

I have played on a fuckton of private servers for various games over the years, and have only donated to about four of them, and all of them I didn't donate until I played on it for several weeks. In Origins case, I donated after three days.

Not sure how dedicated I'll be, but I plan on playing a bit. Post here if you are too, with the realm that you want to play in, as I have no big preference.


Edit:

1 vote for Midgard

Factions, races and classes
Albion_logo.png

Briton
Briton.jpg
Native to Albion. Britons are a hearty, adaptable people with the ability to succeed in any profession or discipline set before them. Though many years have passed since the the days of King Arthur, the Britons remain loyal to their ideals.

The Britons are the people of Camelot, and the original subjects of King Arthur. Britons are the quintessential jacks-of-all-trades, capable of serving the fighting forces of Albion in any capacity, be it the healing arts of the Cleric, the arcane science of the Cabalist, the raw fury of the Armsman, or the mysterious rituals of the Necromancer.

Starting Stats:
Strength: 60
Constitution: 60
Dexterity: 60
Quickness: 60
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Armsman, Cabalist, Cleric, Friar, Infiltrator, Mercenary, Minstrel, Necromancer, Paladin, Reaver, Scout, Sorcerer, Theurgist, Wizard
Highlander
highlander.jpg
Once at odds with the Britons, these strong and able bodied clansfolk have come to the lowlands of Albion to defend against their common enemies. Proud of their clan heritage, they display their clan colors in the tartans they wear even as they charge forth on the battlefield.

The Highlanders hail from the northern hills of Albion, and can be easily identified by the kilts they wear that identify the clan they are affiliated with. They are staunchly loyal subjects of the crown, and their great strength serves Albion well in the front lines of battle.
Currently, Highlanders begin their journey in Cotswald. Before the most recent changes to the starting areas for the different races, Highlander characters started in Ludlow village. Originally, however, Highlanders started due west in Humberton village, which was way back in the early, early times of the game.

Starting Stats:
Strength: 70
Constitution: 70
Dexterity: 50
Quickness: 50
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Armsman, Cleric, Mercenary, Minstrel, Paladin, Scout
Avalonian
avalonian.jpg
Said to be touched by the same arcane essence that empowers the Elves of Hibernia, this tall, fair race of humans has a strong affinity for the magical arts. They have come from the isle of Avalon to aid the heirs of Arthur.

Avalonians are human (despite whispers to the contrary in certain quarters), but more attuned to the mystic arts than other people of Albion. Their homeland of Avalon recently fell under siege by the vicious Drakorans, and the noble Lady Lile has mobilized the forces of Albion to aid her people in this dark hour.
Avalonians tend to be taller and thinner than the average human, and often are found in places of learning.

Starting Stats:
Strength: 45
Constitution: 45
Dexterity: 60
Quickness: 70
Intelligence: 80
Piety: 60
Empathy: 60
Charisma: 60

Classes: Armsman, Cabalist, Cleric, Mercenary, Paladin, Sorcerer, Theurgist, Wizard
Saracen
saracen.jpg
Following in the footsteps of the first Saracen Knight, Sir Palomides, many men and women from the nomadic desert tribes have found their home in Albion. They are a dark skinned people known for their feats of agility and stealth

Accompanying their kinsman Sir Palomides to Albion from the southern deserts, the Saracens bring a rich culture and technological acumen lost to most of the world in these dark days. Their foreign origin, along with their unusual speed and dexterity have often brought them accusations of thievery - accusations not always deserved, but which make them popular choices for scouting missions against the enemy.

Starting Stats:
Strength: 50
Constitution: 50
Dexterity: 80
Quickness: 60
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Armsman, Cabalist, Infiltrator, Mercenary, Minstrel, Necromancer, Paladin, Reaver, Scout, Sorcerer
Inconnu
inconnu.jpg
Natives of underworld and servants of its king, Arawn, the Inconnu have joined the battle at their Lords' behest to gain Albion's favor in their struggles to free Avalon City from it's invaders. The Inconnu are easily recognizable by their small frames, pale blue skin and black eyes. They are apt in the arts of necromancy, but are a versatile race capable of mastering many professions.

The Inconnu are the only non-human people of Albion. The Inconnu ("the Unknown") are small pale humanoids, with pale white skin and extremely large dark eyes. They live underground, and exist to serve Arawn, the "old world" Lord of the Underworld.
The Inconnu have allied with Albion to help retake the lost Island of Avalon, which has been overrun by the forces of Morgana. Morgana's necromantic rituals have placed her in direct opposition to Arawn, and his answer - his will - is for the Inconnu to serve Avalon. The nonhuman ways of the Inconnu make their erstwhile allies extremely uneasy, but their value in battle cannot be discounted.

Starting Stats:
Strength: 50
Constitution: 60
Dexterity: 70
Quickness: 50
Intelligence: 70
Piety: 60
Empathy: 60
Charisma: 60

Classes: Armsman, Cabalist, Infiltrator, Mercenary, Necromancer, Reaver, Scout, Sorcerer
Midgard_logo.png

Norse
norse.jpg
The Norse people are a stout race, hardened by the harsh landscape and cold winters of Midgard. They will fervently fight against any invaders who threaten their homeland. They are an adaptable race that can learn all styles of fighting and most magic types.

The Norse are the common men and women of Midgard. Tall and strong, they love the snow and ice of the native land. Norsemen are very adaptable, and can be found in almost any position of the armies of Midgard, from the stealthy Shadowblades attacking the enemy by surprise, to the stalwart Healers keeping their compatriots alive and well.

Starting Stats:
Strength: 70
Constitution: 70
Dexterity: 50
Quickness: 50
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Berserker, Healer, Hunter, Runemaster, Savage, Shadowblade, Skald, Spiritmaster, Thane, Warrior
Troll
troll.jpg
Trolls, with their rock-like camouflaged skin, emerged from the mountains of Midgard to help their friends, the Norsemen. Trolls are large fearsome creatures with a strong constitution and natural strength which makes them excellent fighters for the realm.

To some, the Trolls are furious creatures of myth and legend... yet to others, the Trolls are stalwart allies and faithful comrades of war. It all depends on which side of the battlefield you're on.
Huge, strong and slow, Trolls dominate the battlefield with their great physical strength, although a few Trolls have also been known to dabble in the primitive mystical arts.

Starting Stats:
Strength: 100
Constitution: 70
Dexterity: 35
Quickness: 35
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Berserker, Bonedancer, Savage, Shaman, Skald, Thane, Warrior
Kobold
kobold.jpg
Mischievous, quick, and small, although the Kobolds often act as scouts for the armies of Midgard, many are also attracted to the mystical runic arts. Others sometimes choose to serve as fighters on the front lines of battle, relying on their great speed and dexterity to offset their diminutive size.

Mischievous, quick, and small, the Kobolds often act as scouts for the armies of Midgard, although many also have an affinity for the mystical runic arts. A few even serve as warriors on the front lines of battle, where their great speed and dexterity make up for their diminutive size.

Starting Stats:
Strength: 50
Constitution: 50
Dexterity: 70
Quickness: 70
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Bonedancer, Hunter, Runemaster, Savage, Shadowblade, Shaman, Skald, Spiritmaster, Warrior
Dwarve
dwarf.jpg
The oldest race in Midgard, Dwarves are steadfast in their devotion to the elder gods and finer ales, and are the backbone of Midgard's armies. Originally from deep caverns beneath the earth, this durable race lives and fights alongside the other races of Midgard against the forces of Hibernia and Albion. They are equally good at fighting, healing or hunting.

Steadfast in their devotion to the elder gods and the finer ales, the Dwarves of Haggerfel are the backbone of Midgard's armies, from the healers tending to the fallen, to the hunters picking off foes from the trees, to the berserkers wading into battle with fierce abandon. Although Dwarves originally hailed from underneath the earth, today they live alongside the other races of Midgard.

Starting Stats:
Strength: 60
Constitution: 80
Dexterity: 50
Quickness: 50
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Berserker, Healer, Hunter, Runemaster, Savage, Skald, Thane, Warrior
Valkyn
valkyn.jpg
Having revolted against the oppressive rule of their brutal Morvalt lords on their homeland of Aegir, the Valkyn now fight alongside their Midgard allies against the forces of Hibernia and Albion. They are a tribal people who excel in the arts of fighting and stealth. They were responsible for teaching the people of Midgard how to call upon the bones.

Hailing from the recently re-discovered island of Aegir, the Valkyn have revolted from the oppressive rule of the Morvaltar and now fight alongside their new allies from Midgard to liberate their home.
The Valkyn, descending from the Morvalt, are a lithe, hunched cat-like race that are tribal in nature and still close to their primitive, pre-Norse gods.

Starting Stats:
Strength: 55
Constitution: 45
Dexterity: 65
Quickness: 75
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Berserker, Bonedancer, Hunter, Savage, Shadowblade, Warrior
Hibernia_logo.png

Celt
celt.jpg
The Celts are a war-like tribe of HIbernian people who are known for their ferocity in battle. With a versatility that allows them to master nearly any fighting style, they are known to strike fear into to their enemies by charging wildly into battle with tattoos of woad across their faces.

The Celts are the humans of Hibernia, a people deeply close to nature and the wild. They often serve as warriors and rangers in the fight for Hibernia, although a few have some magical affinity as well.
The humans from the Realm of Hibernia. Celts are close to nature, and are naturally good at combat, nature magic, and song.

Starting Stats:
Strength: 60
Constitution: 60
Dexterity: 60
Quickness: 60
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Animist, Bard, Blademaster, Champion, Druid, Hero, Mentalist, Ranger, Valewalker, Warden
Elf
elf.jpg
An elegant race of tall and slender people who have come to the aid of Hibernia in their time of need, the elves channel magical enemy as naturally as breathing. As such they make excellent mages. They are also graceful and dexterous allowing them to excel in areas of subtlety and archery.

Beautiful, tall, and thin are the Elves of Hibernia. Elves are especially adept at magic, but they are suspicious in general of nature. They make very powerful spellcasters.

Starting Stats:
Strength: 40
Constitution: 40
Dexterity: 75
Quickness: 75
Intelligence: 70
Piety: 60
Empathy: 60
Charisma: 60

Classes: Blademaster, Champion, Eldritch, Enchanter, Mentalist, Nightshade, Ranger
Firbolg
firbolg.jpg
Firbolgs are the oldest of the living Hibernian races. Their people ruled the lands before even the arrival of the Hibernian gods, the Tuatha De Dannan. They are a strong human-like race that produces exceptional fighters and masterful musicians.

Huge humanoid creatures, rumored to be a mix of man and giant, Firbolg are wood-dwelling and are as attuned to nature as Celts, whom they often befriend. Because of their size and strength combined with their empathic connection to the forest, they often make excellent fighters and healers.

Starting Stats:
Strength: 90
Constitution: 60
Dexterity: 40
Quickness: 40
Intelligence: 60
Piety: 60
Empathy: 70
Charisma: 60

Classes: Animist, Bard, Blademaster, Druid, Hero, Valewalker, Warden
Lurikeen
lurikeen.jpg
Lurikeens are a slight and playful race. Though small in stature, they have dedicated their hearts to the salvation of Hibernia from the invading forces of Albion and Midgard. Sneaky and difficult to detect due to their size, they are often employed to scout out the enemy of strike without being seen. Their inherent skills with magic also make them some of the most skilled casters of the realm.

Small and extremely quick and dexterous, the Lurikeen are a magical race that originate from beyond the Veil. They are naturally adept at both the magical and stealthy arts, and their childlike appearance frequently catches their opponents off guard.

Starting Stats:
Strength: 40
Constitution: 40
Dexterity: 80
Quickness: 80
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60

Classes: Champion, Eldritch, Enchanter, Hero, Mentalist, Nightshade, Ranger
Sylvan
sylvan.jpg
Native to HyBrasil, the Sylvans have allied with the races of Hibernia to combat the treat of the Fomorians, as well as Midgard and Albion. They are a Dryad type creature that has a faint resemblance to the trees they inhabit. Though their affinity with nature makes them easily adaptable to any nature orientated role, they are also versatile enough to make fair fighters and decent healers.

The Sylvans are Dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of HyBrasil in much the same way as the wolves and badgers that inhabit that wooded land of Hibernia. They have allied with the races of Hibernia to combat the threat of the Fomorians, who are ever-encroaching on HyBrasil.
Sylvans are humanoid, with bark-like skin and long, slender appendages. They have leaf-like hair that is colored in appropriately leafy colors: red, green, yellow, and orange.

Starting Stats:
Strength: 70
Constitution: 60
Dexterity: 55
Quickness: 45
Intelligence: 70
Piety: 60
Empathy: 60
Charisma: 60

Classes: Animist, Druid, Hero, Valewalker, Warden
Albion_logo.png

Cabalist
emblem_cabalist.png
Spellcasters who specialize in the study and manipulation of spirit magic, Cabalists gain the ability to summon a pet to do their bidding, as well as blind and disease their enemies.
Cleric
emblem_cleric.png
The primary healing class of the Realm, the Cleric can prepare their friends for battle as well as aid them during and after the conflict.
Scout
emblem_scout.png
The archer class of Albion, Scouts can use the famed English Longbow to damage their enemies from a long range, as well as use shields and some melee weapons.
Reaver
emblem_reaver.png
Reavers are hybrid Necromancer/Fighters with chain armor and a variety of weapon skills. They are the fighting class that protects Arawn, lord of the underworld.
Armsman
emblem_armsman.png
The footsoldier of Albion, the Armsman is the main fighter of the realm. He can use almost any weapon and armor, as well as the ability to wield crossbows and polearms.
Minstrel
emblem_minstrel.png
Minstrels are hybrid rogues that have the ability to perform songs that give their group members enhanced abilities, and also can use weapons and armor.
Mercenary
emblem_mercenary.png
The Mercenary is a light fighter that can fight with two weapons at once, as well as utilize more fluid combat styles that focus on positional combat style attacks.
emblem_friar.png
A specialist class, the Friar is a hybrid cleric/fighter who gains the ability to fight with staves and retains some healing and buffing abilities.
Paladin
emblem_paladin.png
A hybrid fighter, Paladins can wear plate armor, as well as specialize in two-handed weapons. They also learn chants that aid their group members while in combat.
Necromancer
emblem_necromancer.png
The Necromancer is a pet caster who does all of his actions through his pet. Unlike other traditional pet casters such as Enchanters and Cabalists, who wield a mix of magic with pet assistance, the necromancer is powerless without his pet.
Infiltrator
emblem_infiltrator.png
The Infiltrator is a roguish class that specializes in hidden movement, spying and backstabbing opponents.
Sorcerer
emblem_sorcerer.png
The Sorcerer is a spellcaster that focuses on the control and destruction of Body, Matter and Mind. They receive mesmerizing, direct damage, damage over time spells. They may also force a pet to submit to their will.
Wizard
emblem_wizard.png
Elementalist spellcasters who can learn the element of Fire. Wizards have a very potent offensive spell damage.
Theurgist
emblem_theurgist.png
Theurgists are spellcasters who harness the power of Air, Ice and Earth and shape them into spells capable of calling forth elemental creatures to aid them in battle.
Midgard_logo.png

Shadowblade
emblem_shadowblade.png
A sneaky class specializing in devastating hidden attacks, as well as the ability to wield two weapons at once, Shadowblades are patrons of Loki, the Norse trickster god.
Berserker
emblem_berzerker.png
Patrons of Modi, the Norse god of battle-rage, Berserkers are light fighters who eschew heavy armor and rely on wielding two weapons at once, as well as positional combat styles.
Shaman
emblem_shaman.png
Patrons of Ymir, the ancient god whose body comprises the world of Midgard, Shaman are Trollish and Kobold tribal spellcasters who specialize in a variety of healing and combat magic.
Hunter
emblem_hunter.png
The archer of Midgard, Hunters worship Skadi, the Norse goddess of the Hunt. They have ranged combat skills, as well as the ability to hide, and even charm animals to do their bidding.
Healer
emblem_healer.png
Followers of Eir, the Norse goddess of healing, Healers aid their comrades in battle with a variety of healing and buffing magic as well as powerful crowd-control spells.
Warrior
emblem_warrior.png
The stock fighting class of Midgard, Warriors worship Tyr the Norse god of battle. Warriors have no magical abilities, but they can use almost all weapons and armor.
Runemaster
emblem_runemaster.png
Worshippers of Odin, the arch-god of the Norse pantheon. Runemasters use the mystical knowledge of Runes to craft deadly magic spells that provide offensive firepower.
Spiritmaster
emblem_spiritmaster.png
A spellcasting class that receives aid from Hel, queen of the Norse underworld, Spiritmasters are given the ability to summon and control undead Norse spirits to aid them in battle.
Savage
emblem_savage.png
The Savage is a studded-armor wearing fighter who disdains normal weapons in favor of hand-to-hand combat. Savages aren't interested in mastering the art of complicated weapons - instead they affix simple sharp or blunt weapons to their hands and swing away.
Skald
emblem_skald.png
Followers of Bragi, the Norse god of poetry and song, Skalds are a fighting class that utilize their musical abilities to enchant the battle prowess of their friends, and to soothe their allies after the battle is done.
Bonedancer
emblem_bonedancer.png
The Bonedancer is a Midgard pet caster who follows the Valkyn ancient pre-Norse god Bodgar. The heart of this new class is that they are a pet caster who can summon more than one pet at a time, at higher levels. However they control only one pet directly, the commander - all the other minions are controlled by the commander.
Thane
emblem_thane.png
Worshippers of Thor, the Norse god of thunder, lightning and weather, Thanes are a fighting class that is also given some ability to cast offensive spells.
Hibernia_logo.png

Animist
emblem_animist.png
Animists are a Hibernian primary spellcasting class that has an affinity with plants. They are able to animate plant life and other natural phenomena (phosphorescence, etc.) and use it to craft spells that damages their opponents.
Bard
emblem_bard.png
Straight from the pages of Celtic Lore, the Bard is a combination Druid, fighter, and songmaster. He is adept at exhorting his friends in battle.
Champion
emblem_champion.png
A combination spellcaster and fighter, the Champion can fight with arms as well as cast debuffing spells on his opponents.
Druid
emblem_druid.png
The primary healer of Hibernia, the Druid can cast nature based spells as well as fight adequately when the need arises. He is also able to summon Nature's spirits as companions to travel or fight beside him.
Eldritch
emblem_eldritch.png
Specializing in powerful destructive magic, the Eldritch bends the elements of the world and the void to annihilate Hibernia's enemies.
Mentalist
emblem_mentalist.png
A combination spellcasting class that relies on mind control and power, Mentalists have the ability both to damage their enemies and heal their friends.
Enchanter
emblem_enchanter.png
Utilizes magical forces to summon and control magical creatures to do his bidding - the Enchanter additionally has spells that assist their realm mates and damage their enemies.
Valewalker
emblem_valewalker.png
Valewalkers are cloth-wearing Hibernian mages who are given the ability to wield a large Scythe as a weapon. They are the strong arm of the Sylvan community - they are the primary fighters of this natural magic-using people.
Blademaster
emblem_blademaster.png
The Blademaster is the light fighter of Hibernia. Specializes in combat styles that require him to focus on his position in combat, as well as the ability to use two weapons at once.
Nightshade
emblem_nightshade.png
The Nightshade A sneaky assassin that has the ability to move about unseen, attack using deadly backstab combat styles, as well as limited magical ability.
Hero
emblem_hero.png
The Hero is the basic fighting class of the Realm. Can use almost all weapons and armor in Hibernia. Not flashy, but effective and an essential component of any well-rounded group.
Ranger
emblem_ranger.png
The archer of Hibernia, the Ranger also gains some magical spells, as well as the ability to wield weapons in both hands.
Warden
emblem_warden.png
The Hibernian protectors of nature, Wardens are hybrid healers/fighters. They have the ability to specialize in some weapons as well as cast healing, defensive, and enhancing spells on their friends.
 
Last edited:

bloodlover

Arcane
Joined
Sep 5, 2010
Messages
2,039
I have never even heard of this before. It looks interesting but MMOs are massive time consumers and I don;t think I would be able to play one. Also, there are a lot of f2p mmo games out there so what makes this so special?
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
24,725
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
I have never even heard of this before. It looks interesting but MMOs are massive time consumers and I don;t think I would be able to play one. Also, there are a lot of f2p mmo games out there so what makes this so special?
The epitome of realm vs realm (vs realm) combat. It's the model every game strives for.

Edit: If you want PVE, this isn't the game for you. You do have to do some (or a lot? I dunno, haven't played this server) of PVE to get up to max level. There are lower-level bracketed battlegrounds to PVP in, you may or may not be able to level purely through those, I dunno how the population is.
 
Last edited:

kain611

Augur
Joined
Dec 2, 2007
Messages
219
Not to Necro this but I play on Genesis, just started a Hibby account and already had one on Mid. Let me know if anyone still plays.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I think I have a toon on Genesis. Heard generally negative opinions about the server, but I never played DAoC in its prime so I have no basis for comparison.
 

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