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Mythic Releases New Island Battlefield For Dark Age Of Camelot(R)

New Realm vs. Realm (TM) Battles on the Isle of Agramon

FAIRFAX, VA - August 16, 2005 - Mythic Entertainment, developer and publisher of massively-multiplayer online games, today released patch 1.78 and introduced the new Realm vs. Realm TM (RvR) battlefield, the Isle of Agramon, into the world of Dark Age of Camelot ®. Located in the North Sea within the New Frontiers, the island is a centrally located battlefield that gives all players easy access to RvR combat and facilitates easier movement between the Realms of Hibernia, Midgard, and Albion.

"Realm vs Realm battles are the heart of Dark Age of Camelot," explains Jeff Hickman, Executive Producer for Dark Age of Camelot. "They are our unique take on Player vs. Player combat and the reason so many gamers continue to play the game. The Isle of Agramon is an exciting new battlefield that will further intensify the conflict between the three Realms. Now RvR action is only a short bridge crossing away for most players."

Island Details

  • The Isle of Agramon is a place of varying terrain, notable landmarks, and wide open fields perfect for large battles.
  • Each Realm has access to the island's shore from bridges and small land masses located near the beachhead keeps (Bledmeer Faste in Midgard, Dun Crauchon in Hibernia and Caer Benowyc in Albion). Players may also reach the shore entrances to the island by swimming.
  • There are two milegates per Realm on the island, for a total of six. The main portcullis doors can be destroyed and repaired.
  • There are no guards or other NPCs located on the island.
  • Any player from any Realm may use any entrance to the island without restriction.
  • There are a variety of monsters available on the island to be used as pets.

For full patch details, please visit the Camelot Herald at

The Birth Of Agramon

On the day of Agramon's birth, a great earthquake tore through Hadrian's Wall, Emain Macha, and Odin's Gate. As they scanned the shores of the North Sea, watchmen at the beachhead keeps of Caer Benowyc, Dun Crauchon, and Bledmeer Faste cried out, startled by what they beheld. Massive waves surged over the docks, sending the dock masters and mistresses running to the nearby towers for shelter. At the same time, a great thundering erupted from the center of the North Sea. The terrible event was unlike anything even the most seasoned lords of war had experienced. For a long moment, every battle seemed to pause, and the frontier fell silent.

Immediately, Lady Benowyc, Chieftain Crauchon, and Jarl Bledmeer sent scouting parties out into the sea to investigate the disturbance. What was found was a shock to all. New land had risen from the sea: a great, mysterious island unclaimed by any Realm. Word of this strange new island spread quickly among the captains charged with safeguarding the coastlines of the Realms. When tales of the eerie landmass were reported to the keep lords and ladies, additional scouting parties were dispatched to gather further information. The returning scouts reported that the island stretched across the expanse of the North Sea, nearly filling it, and was riddled with corruption and populated by fiendish creatures. The name Agramon was whispered on its foul winds, they said, and all who returned from the island spoke it with despair.

The keep lords hastily constructed bridges that would allow passage from the beachhead keeps to the isle, and fortifications were ordered to repulse the attacks of Agramon's minions, commanded by a great demon lord. Even with such safeguards in place, the minions of Agramon still attacked in relentless waves. A bloody battle surged across the isle claiming many lives as the demonic horde pressed in, trying to infiltrate the frontiers of all three Realms. The battle was long and hard, but each Realm managed to keep hold of its own lands. Eventually, overwhelmed by the strength of the three Realms, the demon lord was cast out and the corruption receded. To this day the core of the Isle of Agramon remains tainted, and only the stoutest of Albion, Hibernia, and Midgard dare to explore its depths.


Eddiemae Jukes

Kohnke Communications


Steve Perkins

Mythic Entertainment

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