Etaew | Blog | Dark Age of Camelot | Defiance | Archeage | Pantheon: Rise of the Fallen | Paradox Interactive | Trove

DAoC DB

A Dark Age of Camelot resource site. Databases, Articles and Tools.

Classes

A class determines what armor type you can equip, as well as your specializations in styles and spells. Apart from the Mauler, all classes are unique to their realm.

Albion Midgard Hibernia

Albion

From the rolling hills of Camelot to the mountainous peaks of Snowdonia, Albion is through and through the land of Arthur. Forged from his iron will, paid for by the blood of Knights and commoner alike, Albion encompasses the ideals, the laws, and the heritage of its most famous King. The people of Albion are a mostly homogenous lot - sturdy Britons, hulking Highlanders, graceful swift Saracens, the tall intelligent Avalonians, and the small mysterious Inconnu make up the different races in the Realm.

Class Description Lines

Armsman
The Armsman is a member of the Defenders of Albion. They are heavily armed fighters, can use almost all melee weapons and wear the heaviest plate armor. They are distinguished by high defensive and offensive qualities. The Armsman has the highest hit points in Albion and absorbs much of the melee damage due to their armor. If they have a shield and specialize in it, they can build a nearly impenetrable defensive wall. On the other hand, if they specialize in pole arms or two-handed weapons, they do incredible damage to their enemies.
  • Crush (20)
  • Slash (18)
  • Thrust (30)
  • Polearm (16)
  • Two Handed (16)
  • Shield (16)
  • Parry (0)
  • Crossbow (0)
  • Abilities (6)

  • Cabalist
    Cabalists are mages that have joined the Guild of Shadows. The order has taught them many powerful and destructive methods of using magic against their enemies. Cabalists can summon various pets to do their bidding, as well as painful acids which do damage over time. They can drain life from their foes while sacrificing their own life to heal others. They can blind and disease enemies, and use a variety of other debuff spells. One never knows quite which tool the Cabalist is going to choose.
  • Matter Magic (30)
  • Matter Manipulation (26)
  • Body Destruction (27)
  • Essence Manipulation (37)
  • Spirit Animation (26)
  • Vivification (42)

  • Cleric
    As primary healers of the realm of Albion, Clerics provide their realm-mates with the best healing and buffing available. Clerics are members of the Church of Albion, just like their Friar and Paladin brethren. They train in the ways of assisting others, but not without defensive capabilities in their Smite spell lines.

    Clerics are encouraged to heal and buff those around them and those they see on their travels, though Smiting enemies and dangers they may encounter is also encouraged. Their greatest abilities lie in the ways of helping others. Though smiting provides long-ranged direct damage, their healing abilities also provide long-ranged support for the grueling battles ahead of them in the war.
  • Rejuvenation (27)
  • Rebirth (40)
  • Smiting (14)
  • Terrible Hammer (42)
  • Enhancements (26)
  • Guardian Angel (61)

  • Friar
    As members of the Defenders of Albion and brothers within the church, the Friar has access to the basic buffs and healing abilities that their Cleric sisters and brothers use. Friars are the natural fusion of a Cleric and a Fighting class. Their healing abilities make them very helpful to groups, but their offensive abilities make them wonderful fighting companions both in monster hunts and realm wars.

    Friars, though offensive in many ways, are limited by their armor, leather. They have access to Evading skills up to the fifth level as well as many advanced forms of self-only buffs, which increase the survivability of the Friar in tight situations. Until patch 1.102 only the Briton race could become a Friar, now Avalonians and Highlanders can join them.
  • Rejuvenation (27)
  • Revival (29)
  • Enhancements (26)
  • Faithful Shield (62)
  • Parry (0)
  • Staff (16)

  • Heretic
    The Heretic is a Dark Priest/Evil Cleric class. It starts out as a member of the Church of Albion (as an Acolyte), but at fifth level renounces the Church and becomes an adherent of Arawn, the lord of the underworld who was introduced in the Shrouded Isles expansion. Heretics are able to use flexible weapons, but are restricted to cloth armor as well as small shields. As evil Clerics, they fit into the hybrid category, with both the use of combat styles and high-damage focus spells.

    The Heretic's specialization spell lines are unique in Dark Age of Camelot. Where the cleric and friar classes have Rejuvenation baseline/Rejuvenation specline and Enhancement baseline/Enhancement specline spells, the Heretic will have Rejuvenation baseline spells and Arawn's Fire specline spells, as well as Enhancement baseline and Cthonic Accretion specline spells. This allows the Heretic to spec high in their offensive damage line, while receiving the benefits of a high Rejuvenation/Arawn's Fire spec for the Rejuvenation baseline spells. The Arawn's Fire spec includes single target and area effect focus damage spells. Strategically, that means the Heretic will start attacking a target, and while their damage will start off slowly, it will eventually ramp up over the course of 10-20 seconds to match that of a pure damage dealing caster. Arawn's Fire also has lower damage, uninterruptible versions of the focus damage spells, as well as a focus DD/Snare and an insta-cast snare for escape purposes. Rounding out the line is a twist on the basic resurrection spell where the Heretic can raise a dead realmmate - but as a horribly twisted creature that can do damage to enemies for a period of time before reverting back to normal form with only a small number of hit points remaining.
  • Crush (20)
  • Flexible (31)
  • Shield (16)
  • Rejuvenation (27)
  • Arawn's Fire (52)
  • Enhancements (26)
  • Chthonic Accretion (42)

  • Infiltrator
    Sneaking, hiding, and ambushing are the ways of the Infiltrator. Members of the Guild of Shadows, Infiltrators are cunning individuals, who are capable of moving about the Frontiers unseen. They rely heavily on their strong, initial stealth attacks and debilitating poisons to turn fights in their favor. They are limited to leather armor, but gain Evading skills through the seventh level, which aids their defensive abilities greatly.

    The Infiltrator's offensive capabilities should not be underestimated, however with their highly developed defensive training, the Infiltrator is a formidable opponent when on the battlefield. Not only is their ability to stealth and backstab with high damage a reason to watch your step, but their ability to train in deadly poisons, commonly applied to weapons, is another reason to fear these individuals. Those who are foolish enough to stray from their groups in the frontier may find themselves as bait for the poisoned blades of the stealthy Infiltrator.
  • Slash (18)
  • Thrust (30)
  • Critical Strike (16)
  • Dual Wield (23)
  • Stealth (0)
  • Envenom (0)

  • Mauler
    The Mauler is a class comprised of brawny and brutish martial artist elements along with unique powers and spells. This brawling class channels earthen elemental powers to perform its primal magic. These powers augment Mauler combat abilities and combat styles. The class does not have a normal power pool, however. It will gain power from taking damage in combat. Maulers can specialize in two forms of melee combat. Mauler Staff uses a weighted, primitive form of the quarterstaff. It is known for its raw power, rather than the finesse of other staff based skills. Fist wraps are rune inscribed pieces of cloth, or heavy weights attached to the fists to augment the Mauler's naturally powerful hand to hand combat. Their spell lines augment melee combat depending on the specialization. Aura manipulation augments the natural auras around the Mauler, enhancing their defense and health, as well as those around them. Magnetism uses the power of the earth to disrupt the actions of enemies in close quarters with the Mauler. Power strikes allows the Mauler to launch a barrage of attacks that will damage and debuff anyone who decides to face them in combat.
  • Fist Wraps (16)
  • Mauler Staves (16)
  • Aura Manipulation (38)
  • Magnetism (36)
  • Power Strikes (46)

  • Mercenary
    There are those who do not choose to fight for glory or a higher purpose. They work for money. The guild of Shadows employs Mercenaries for the defense of Albion, and these "dirty" fighters are known to be quick and light on their feet, charging an enemy and quickly cutting them down. They scoff at the shiny platemail of the heavier-clad fighters, choosing to wear chainmail, which affords them the ability to be able to occasionally dodge enemy blows.

    Not necessarily able to put out the sheer devastating damage of a polearm blow, Mercenaries utilize a weapon in each hand to be able to break through the defenses that a slow tank might find difficult. Loyal to Albion, they do not want to see it overrun by enemies, but they might as well make a profit by the conflict.
  • Slash (18)
  • Thrust (30)
  • Crush (20)
  • Dual Wield (23)
  • Parry (0)
  • Shield (16)

  • Minstrel
    Keepers of Song, the Minstrels of the realm of Albion provide many helpful services to their realm-mates. They are capable of many tasks, including crowd control, direct damage, increased run speeds, and much more. They find themselves in the position of being good at many things, but gods at nothing. Holding these valuable skills proves great worth in the fight against monsters and enemies in other realms.

    The Minstrel's run speeds makes them and their group-mates very hard to catch in the frontier. As a defensive mechanism, groups will seek out Minstrels in hopes of having this ability to outrun the enemy and to travel to their destinations much quicker than most. That's just one of several reasons that groups would seek out a Minstrel.

    The Minstrel's run speeds makes them and their group-mates very hard to catch in the frontier. As a defensive mechanism, groups will seek out Minstrels in hopes of having this ability to outrun the enemy and to travel to their destinations much quicker than most. That's just one of several reasons that groups would seek out a Minstrel. Minstrels have many offensive and defensive abilities, though they rely heavily on their songs to stay alive. They must play instruments when performing musical pieces, unlike their Skald counterparts in Midgard. Minstrels derive from the rogue classes of Albion. They have many similarities to the Infiltrator class in that they have the ability to stealth and sneak around their enemies whenever they are in danger. Though they have these similarities, they are not nearly as strong as the Infiltrator when it comes to hiding.
  • Slash (18)
  • Thrust (30)
  • Instruments (65)
  • Stealth (0)

  • Necromancer
    The Necromancer is a cloth wearing priest class of Arawn, lord of the underworld. Due to their allegiance to their dark master, they are granted spellcasting and combat prowess that is welcomed by Albion.

    Unlike other casters, a Necromancer is powerless until it calls upon the dark magic of Arawn to transform itself into a fearsome servant controlled by an ethereal "shade". All their spells are cast through their servant (or pet). They may heal the pet, command it to cast spells on enemies, command it to attack enemies, etc.

    In order to kill a Necromancer, you must first kill his pet, which forces the Necromancer to become visible, where it can then be targeted and killed. While a shade, the Necro is displayed as a translucent shadowy, floating ghost that cannot be targeted or damaged by melee or spells.

    When the pet is killed or released in combat, the Necromancer returns to mortal form, alive, but with a a very small amount of health. If the pet is not injured or in combat when released, the Necromancer comes back from shade mode with no loss of health. The intent of this is to make it so as long as the pet is alive, the Necro is at full health, but when his pet dies, the Necro is extremely damaged, weak and vulnerable.

    Necromancers have the ability to do damage, and the pain it inflicts brings them a surge of power or restores life to their servant. They don't drain power or life directly from their target, but they receive a portion of damage back as power or servant life.

    Due to their dual shade/servant nature the casting cycle of the necromancer is unique. All spells are cast through the servant with two delays: one for the shade command and a second for the actual pet casting. Up to two spells may be in the queue at one time. Some melee oriented spells are uninterruptible and are cast instantly by the servant after the command delay. Most ranged spells have long casting delays and are interruptible unless commanded during the effect of the Facilitate Painworking spell. This spell gives the necromancer a six second window in which to cast without normal interruption.
  • Death Servant (22)
  • Death Servant Spec. (32)
  • Deathsight (22)
  • Deathsight Spec. (34)
  • Pain Working (18)
  • Pain Working Spec. (37)

  • Paladin
    Paladins are members of the Church of Albion alongside the Cleric class. They are primarily hybrids between a Fighting class and a Clerical class due to their vast weapon training options and their Clerical group beneficial chants. They rely on their ability to chant holy battle vows to assist their realm-mates. Though having the ability to wear plate and train in weapons, the Paladin is not as strong in melee as the Armsman. Paladins are holy men who vow to defend the honor of the Church of Albion in the name of Arthur Pendragon, the late King of Camelot and leader of the realm of Albion.

    They may not be as offensive as the Armsman, but Paladins do have a choice to become offensive or defensive through their options in weaponry. They may train in two-handed weapons or one-handed weapons. They also have the ability to train in Shields, which prove very useful when defending oneself and others.
  • Two Handed (16)
  • Chants (73)
  • Slash (18)
  • Crush (20)
  • Thrust (30)
  • Shield (16)
  • Parry (0)

  • Reaver
    Reavers are hybrid Necromancer/Fighters with chain armor and a variety of Albion weapon skills. They are the fighting class that protects Arawn, lord of the underworld. Reavers are hybrid caster/tanks, related in spirit more to the Thane and Champion than the Paladin. They have some debuffs, like the Champion, and some direct damage/lifetap, like the Thane. They also can specialize in a variety of melee skills including all the one handed weapon specs, shields, and parry. Their spells are a variety of debuffs and lifedrains which are intended to augment their damage in combat.

    Reavers can specialize in flexible weapons, which include whips, flails, morningstars, chains, and the like. The flexible weapons have different damage types for the different types of flexible weapons. For example: chains are crushing, whips slashing, etc.

    The Reaver has a "proccing" life drain duration buff. This buff, when active, gives a chance to heal the Reaver while he damages his enemies.
  • Crush (20)
  • Slash (18)
  • Thrust (30)
  • Flexible (31)
  • Shield (16)
  • Soulrending (53)
  • Parry (0)

  • Scout
    Quick, stealthy scouts are modeled after the historical Welsh longbowmen first seen in the Isles circa 633 CE through the heyday of English longbowmen in the Hundred Years War. As such, they are very proficient with the English longbow and smaller hunting bows. They are also skilled in melee combat, though not able to stand toe-to-toe in the infantry line next to their more heavily armored shield mates.

    When hunting solo, scouts often perform the duties of foresters, using stealth to get in good position to shoot their prey, and then their bow skills to severely wound it. If the arrows don't strike true, they are able to dispatch the wounded beast with their sword.

    When hunting with a group, scouts serve as an advance reconnaisance, and bait for ambushes. After finding their prey and leading it back to the hunting party, scouts help in the fight either by standing back with the healers and casters and shooting arrows though the melee, or by entering melee with agile, directed blows from their sword. Very often they are assigned the duties of protecting the healers and casters should their prey turn from the main battle line and charge the supporting divisions.

    In the wars, scouts use all these skills practiced in peacetime to perform as advanced scouts for the army. Their role is to locate the enemy while remaining undetected, accurately report back to their commanders the size, composition, command-and-control structures, and artillery (siege engines and magic) of the enemy, and cause what disruption they can. Many scouts group with infiltrators and minstrels to form stealthy scouting groups that hunt enemy stealth groups. They are expected to participate in large battles by reducing enemy numbers with massed archery, disrupting magical and mundane artillery, and defending Albion's support classes.
  • Slash (18)
  • Thrust (30)
  • Shield (16)
  • Archery (130)
  • Stealth (0)

  • Sorcerer
    Sorcerers are powerful magicians and researchers of arcane powers, which focus primarily around mind control and powerful damage-over-time spells. Sorcerer has the ability to deal direct-damage from a distance and through the use of his powerful damage-over-time spells. These spells deal small damage in doses over a period of time and can be stacked on top of one another to cause more pain per interval.

    The Sorcerer is greatly sought out for his crowd control abilities. He is capable of stopping any enemies in their tracks, which is greatly important for keeping large armies from eradicating a smaller Albion army. They also have the ability to reduce the duration of enemy mezmerisation effects on their allies, or remove the effect entirely.
  • Matter Magic (30)
  • Telekinesis (29)
  • Body Destruction (27)
  • Disorientation (29)
  • Mind Twisting (27)
  • Domination (29)

  • Theurgist
    Theurgists carry with them the ability to create their own small armies through the summoning of elemental creatures, commonly referred to as "pets." The Theurgist can deal direct damage on the enemy as well as pummel him with a small army of elementals. Summoning elementals one after the other, Theurgists hit their enemies from all sides, thus confusing them in the heat of battle.

    They have the ability to buff several aspects of their realm-mates. Hasting weapons and increasing the damage done by each swing are two of the ways that Theurgists add to a group's buffing efforts. Theurgists who specialize in earth are often sought out for their bladeturn spell, which helps absorb several swings from enemy weapons and arrows.
  • Path of Earth (22)
  • Abrasion (38)
  • Path of Ice (18)
  • Refrigeration (24)
  • Path of Air (12)
  • Vapormancy (20)

  • Wizard
    Wizards are members of the Academy who have specialized in conjuring elemental powers to deal damage against the enemies of Albion in a variety of ways. They have the ability to cast bolts of powerful elemental magic from great distances, which deal heavy amounts of damage when successfully landed. They are also capable of casting damage in a radius around their bodies to ward off enemies and inflict elemental pain in the form of area effect spells.

    Wizards have the choice of specializing in three types of elemental magic: Ice, Earth, and Fire. Each spell line has its own strengths and weaknesses when weighed against each other.
  • Path of Earth (22)
  • Path of Ice (18)
  • Path of Fire (21)
  • Calefaction (46)
  • Liquifaction (34)
  • Pyromancy (26)
  • Midgard

    From the snowy lands of glacier and fjord come the legions of the Norse, heeding the call to once and for all establish the rule of Midgard upon all the Realms. Midgard, land of lakes and wide slow rivers full of snow-melt, is home to four of the most diverse races found in the three Realms. Norsemen, humans who make themselves at home in these snowy wastes, short but resilient and tenacious Dwarves, huge lumbering trolls, and lithe dexterous Kobolds.

    Class Description Lines

    Berserker
    Patrons of Modi, the Norse god of battle-rage, Berserkers are light tanks who eschew heavy armor and rely on wielding two weapons at once. Their heavy training in weapons helps them deal powerful amounts of damage when in battle.

    They have the ability to call upon their god, Modi, and transform into a giant beast. This is called "Berserk" and makes each hit that lands a critical hit. It comes with the sacrifice of all defensive abilities, but is so powerful and frightening in battle that it is considered worth the price to this fierce fighter.
  • Axes (26)
  • Hammers (28)
  • Swords (40)
  • Left Axe (21)
  • Parry (0)

  • Bonedancer
    The Bonedancer is a Midgard pet caster who follows the Valkyn ancient pre-Norse god Bogdar. Bogdar was accepted by the Norse gods when the Valkyn race became civilized and integrated with the Trolls, Kobolds, Dwarves, and human Norse. Bogdar is the Valkyn god of the dead - because Valkyn are staunch believers in reincarnation, Bogdar's job is to evaluate each dead soul and determine its next life. As the soul is reincarnated, its old body is discarded and eventually is returned to the Earth Mother through decomposition. Bogdar grants Bonedancers the power to re-animate the skeletal remains of discarded bodies as creatures that will obey commands.

    The heart of this 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. If a commander is killed, all the minions are immediately released, hence it is imperative that the Bonedancer keep his commander alive. By extremely high levels, the Bonedancer can have up to three different minions under his commander's control (four pets total). At low levels, they can summon only an undead commander, and act much like a normal pet class until level 15 -21 depending on specialization choices. From then on, they can mix and match several combinations of minions, available at level 15 and 18 respectively in specialization lines. Examples are archers and melee tanks in Bone Army specialization, buffers and healers in Suppression specialization, and nukers and debuffers in Darkness specialization, in addition to their commander.
  • Darkness (20)
  • Bone Mystics (31)
  • Suppression (36)
  • Bone Guardians (41)
  • Bone Army (27)
  • Bone Warriors (45)

  • Healer
    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 very powerful crowd controlling spells. Despite their strong ability to heal, mesmerize, and stun those who come before them, they have little to no offensive abilities. Healers are blessed with their strong spell-working, yet are only capable of swinging a hammer at their enemies if they come too closely.

    As a Healer, one must learn to stand in the back of the battle and watch from the edge while the warriors of the realm rush in for blood and vengeance for wrongful acts against their forefathers. Ahh, but there are some Healers that make the rush with their realm-mates... primarily stunning the enemy with their amazing good looks and charm.
  • Mending (28)
  • Mending Spec (Healer) (36)
  • Augmentation (28)
  • Augmentation Spec (Healer) (47)
  • Pacification (31)
  • Pacification Spec (35)

  • Hunter
    Hunters are the only archers of the frosty realm of Midgard. Their ability to train in Archery leads them to be one of the best long-ranged damage dealers in the realm. They also can learn how to wield a spear or sword for powerful melee fighting. In addition, blessed by their Norse goddess of the Hunt, Skadi, Hunters are capable of using her blessings to enhance and protect themselves.

    Beastcraft is the spell line available to Hunters, which gives them pet summoning and charming spells. While Hunters are neither masters of arms, archery, nor stealth, their combined abilities allow them to battle using tactics and guile over sheer brute strength.
  • Swords (40)
  • Spear (24)
  • Archery (130)
  • Beastcraft (31)
  • Stealth (0)

  • Mauler
    The Mauler is a class comprised of brawny and brutish martial artist elements along with unique powers and spells. This brawling class channels earthen elemental powers to perform its primal magic. These powers augment Mauler combat abilities and combat styles. The class does not have a normal power pool, however. It will gain power from taking damage in combat. Maulers can specialize in two forms of melee combat. Mauler Staff uses a weighted, primitive form of the quarterstaff. It is known for its raw power, rather than the finesse of other staff based skills. Fist wraps are rune inscribed pieces of cloth, or heavy weights attached to the fists to augment the Mauler's naturally powerful hand to hand combat. Their spell lines augment melee combat depending on the specialization. Aura manipulation augments the natural auras around the Mauler, enhancing their defense and health, as well as those around them. Magnetism uses the power of the earth to disrupt the actions of enemies in close quarters with the Mauler. Power strikes allows the Mauler to launch a barrage of attacks that will damage and debuff anyone who decides to face them in combat.
  • Fist Wraps (16)
  • Mauler Staves (16)
  • Aura Manipulation (38)
  • Magnetism (36)
  • Power Strikes (46)

  • Runemaster
    Being one of the powerful direct-damage caster in the realm of Midgard, the Runemaster smites foes from great distances with vast amounts of power and wracking pain. He fashions his powerful spells from ancient runes used by the Mystics of Midgard. These runes are the absolute source of his power and work like recipes for the deadly destruction of the opposition.

    The Runemaster is complex in his options for damage-dealing. The runic spells allow him to trap, explode, and smolder his enemies on the battlefield. He is ideal for distanced damage and firepower.
  • Darkness (20)
  • Runes of Darkness (34)
  • Suppression (36)
  • Runes of Suppression (33)
  • Runecarving (23)
  • Runes of Destruction (31)

  • Savage
    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 bladed weapons to their hands and swing away.

    Savages follow the Valkyn god of war, Kelgor, who represents bloodlust and the battlefield. Kelgor has been adopted by the Norse gods, especially Modi and Odin, as a brother-in-arms so long as the Valkyn continue assisting the Norse in their fight against the Morvaltar.

    The Savage receives a weapon skill called "Hand to Hand". In general, the Savage's hand to hand weapons attach to his hands and can deal out slashing or thrusting damage. H2H is a dual-weapon skill, in that it allows the Savage to wield two weapons at the same time. However, it is set up differently from the dual wield/left axe skills that are currently in the game. H2H will always attack with the right hand by default. When the skill "fires", then the Savage will hit with both hands in that round. Please note that at higher levels, Savages have the chance of hitting more than twice per round.

    In addition to a number of different weapon types, the Savage can learn special H2H combat styles as he specs up in the H2H spec - some of these combat styles allow the Savage to attack more than one enemy in the same round. The Savage also can specialize in a set of combat abilities called "Savagery", which allow the Savage to modify his combat chances, such as chance to evade, parry, buff attack speed or DPS, and also convert hit points to endurance. Most Savagery abilities take a percentage of your base hitpoints when they wear off or are refreshed.
  • Axes (26)
  • Hammers (28)
  • Swords (40)
  • Hand to Hand (16)
  • Savagery (49)
  • Parry (0)

  • Shadowblade
    Shadowblades are sneaking little creatures, which lurk in the shadows and wait to stab their enemies from behind. They train heavily in the art of Stealthing and weaponry related to their roguish behavior. The Shadowblade derives his inspiration from the Norse trickster god, Loki.

    Much like any other rogue class, they have minimal armor available to them, but they train heavily in the art of evasion right up through the seventh level. They are stouter than their counterparts and able to take more hits.
  • Axes (26)
  • Critical Strike (16)
  • Swords (40)
  • Envenom (0)
  • Stealth (0)
  • Left Axe (21)

  • Shaman
    Patrons of Ymir, the ancient god whose body comprises the world of Midgard, Shaman are tribal spellcasters who specialize in a variety of healing and combat magic. Their healing abilities are primitive in comparison with the cultured Healer class, but good enough to serve as a primary healer in a group when needed. They are best known for their buffing abilities. They have a large selection of buffs they use to enhance the battle abilities of their comrades.

    As with most classes, the Shaman is not without an offensive option. The Shaman has a spell line, which composes primarily of fungal magic and damage-over-time spells, which slowly decompose the bodies of the enemy. They rely on their tribal training to guide them into battle.
  • Mending (28)
  • Mending Spec (Shaman) (30)
  • Augmentation (28)
  • Augmentation Spec (Shaman) (69)
  • Subterranean (29)
  • Subterranean Spec (39)

  • Skald
    Bragi, the god of poetry and song bestows his blessings on the class called Skalds. With Bragi's blessings, the Skald is infused with the ability to deliver his party swiftly into battle. During the battle the Skald may call upon Bragi to enhance the party's battle prowess by chanting Bragi's poetry. The chants will either inspire the party to do better within the battle, or they may allow the party to be more aware of certain magic, allowing them to avoid such damage.

    The Skald fights alongside his Viking brethren, and has the ability to augment his fighting skills by shouting the words of Bragi at his enemies. The words can be used to hurt an opponent outright, slow their progress, or to stop them in their tracks.

    When the battle is over, the Skald may use a soothing verse to speed the healing process and ready his party for battle once again.
  • Swords (40)
  • Hammers (28)
  • Axes (26)
  • Parry (0)
  • Battlesongs (57)

  • Spiritmaster
    Spiritmasters are a primary casting class in the Midgardian realm. They derive their power from the Queen of the Norse underworld, Hel. Her divine grace provides the Spiritmaster with the ability to summon the spirits of Midgard soldiers from the underworld to the surface to aid in the continuing battle against the infidels of Albion and Hibernia.

    They carry with them the ability to debuff and control large crowds of enemies with their area effect mesmerize spells. They also have the ability to buff their spirit fighters.
  • Darkness (20)
  • Spirit Dimming (42)
  • Suppression (36)
  • Spirit Suppression (38)
  • Summoning (15)
  • Spirit Enhancement (46)

  • Thane
    A Thane is a worshiper of the Norse God of Thunder and Lightning. Thor is probably the most famous of all the Norse gods know for his protection of Midgard using Mjolnir his mighty hammer, and the power of the storms rage to defeat any danger to Midgard.

    The character of a Thane draws upon both the Magic of Lightning and the Strength of Melee combat to defend Midgard. Thanes belong to the Viking Profession, but are part of the Hybrid grouping of characters; they attack their enemies through the use of Lightning when their foe is at range, and their Strength and Melee Weapons once they reach their target. Thanes are eventually able to use the best armor available to Midgard, and any Midgard weapon save the Spear, Hand-to-hand Devices of the Savages and Thrown Weapons.
  • Axes (26)
  • Hammers (28)
  • Swords (40)
  • Shield (16)
  • Parry (0)
  • Stormcalling (53)

  • Valkyrie
    The Order of the Valkyries was started by two stunningly beautiful orphaned twin sisters named Sigrun and Brynhild, who since childhood claimed to be able to hear the voices of the honored dead speaking to them from Valhalla. The voices warned the sisters from an early age that a time of great crisis would soon face the denizens of Midgard, and commanded them to build the Order of Valkyries to lead the defense of the realm against Albion and Hibernia.

    Norse, Frostalf, and Dwarven women who choose to be Valkyries are trained to fight using both melee and magic to damage their enemies. They can use swords, shields, and spears, and they have special styles in each line available only to the Order of the Valkyries. Their magic line, Odin's Will, primarily uses Cone Area Effect (CAE) spells, a new spell type that affects every enemy in front of the Valkyrie who is in range of the spell.
  • Swords (40)
  • Spear (24)
  • Shield (16)
  • Odin's Will (40)
  • Mending (28)
  • Mending Spec (Valkyrie) (28)
  • Parry (0)

  • Warlock
    Originating from a cult that lived underground in caves beneath the Realm of Midgard, Warlocks are cloth-wearing worshippers of Hel who have mastered the art of spell weaving. They have three types of spells: Primary spells, Secondary spells, and Utility spells.

    Warlock Primary spells take about twice as long to cast as regular spells in the game - however, anytime the Warlock casts a primary spell, they can (at no cost) add in a secondary spell that will land at the same time as the primary. This allows Warlocks to mix and match pairs of spells to fit whatever situation they find themselves in.
  • Cursing (32)
  • Cursing Spec (44)
  • Hexing (40)
  • Witchcraft (36)

  • Warrior
    The fighting class of Midgard, Warriors are provided strength by Tyr, the Norse god of battle. Warriors have no magical abilities; instead they are the masters of weapons and armor. Able to use one and two handed weapons equally well, Warriors are also skilled with shield and parry.

    Courageous in battle, Warriors strike fear into their enemies and protect their weaker realm members from harm. They have little fear of other fighters, but an enemy mage can be their downfall.
  • Axes (26)
  • Hammers (28)
  • Swords (40)
  • Shield (16)
  • Parry (0)
  • Hibernia

    Hibernia, closest to nature and magic of all the Realms, brings a potent ability to channel for forces of magic and unleash its destructive force on their enemies. Human Celts and the almost-giant Firbolg live in close harmony with forest, glen, and all nature's creations. The Otherworldly beautiful Elves, small mischievous Lurikeen, and sleek magical Sylvan harness the power of primal magic.

    Class Description Lines

    Animist
    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 damage their opponents.

    Animists are a pure spellcasting pet class that has pets that perform specific tasks in different ways. For example, they have "bomber" pets that are generated, float quickly to their target, and then explode. They also have "turrets", which are stationary pets that cast different damaging spells on any enemy that comes into range. Animists can have several turrets simultaneously, depending on their level.

    To become an Animist, characters must join the Path of Affinity. Affinity classes strive to become one with nature. This differs from other Hibernian nature classes (Bard, Warden, Druid), in that those classes feel they need to protect nature, while those on the Path of Affinity try to BECOME nature.
  • Arboreal Path (27)
  • Arboreal Mastery (Animist) (28)
  • Creeping Path (32)
  • Creeping Mastery (34)
  • Verdant Path (26)
  • Verdant Mastery (38)

  • Bainshee
    The Bainshee class is a cloth wearing class whose magic comes in the form of sound, and may only be played by female avatars. The class has three specialization lines, each line with spells focused in one of three areas: Point Blank Area of Effect, Ranged Area of Effect, and Frontal Area of Effect. The Bainshee is a class that debuts many unique magical abilities never before seen in the lands of Camelot. These include: a Befriend PBAE spell that will temporarily turn monsters into realm guards who will then attack any pursuing enemies for a short time; a ranged AE wail which, when sustained, can be used to reduce the visibility of enemies in an area; a Buffering Breath spell (a damage absorption buff) that will absorb a certain amount of spell damage for group members; and finally, is a PBAE shriek that causes nearby monsters to try and (temporarily) flee from the Bainshee until she finally stops to breathe.
  • Spectral Force (30)
  • Spectral Guard (31)
  • Phantasmal Wail (31)
  • Ethereal Shriek (36)

  • Bard
    Bards are the singers of the realm of Hibernia. They use instruments to perform most of their repertoire. Their songs provide nurture and protection during and after battle. In addition, Bards are capable of increasing run speeds for their groups, which proves useful when attempting to outrun the enemy on the battlefield, or for traveling from place to place.

    In addition to songs, Bards can also heal and cast spells to enhance themselves and groupmates. They have the ability to stop people dead in their tracks with crowd control spells. Bards can specialize to gain additional healing abilities, area of effect crowd control abilities and offensive abilities (weapons and shout).
  • Blades (25)
  • Blunt (20)
  • Regrowth (28)
  • Regrowth Spec (Bard) (25)
  • Nurture (30)
  • Nurture Spec (Bard) (37)
  • Music (21)
  • Music Spec (38)

  • Blademaster
    Followers of the Path of Harmony, Blademasters are the light, fast fighters of Hibernia. They have sacrificed heavier armors for the ability to wield two weapons at once. Despite the name, they are able to master more than just swords, and their dual-wielding strength lies in their training in Celtic Dual. While their true strength lies in charging the enemy and taking their foes down quickly, Blademasters can also function as guardians of their realm mates, with the ability to train in Shields, and the skills of Intercept, Guard and Protect.

    What they lack in heavy armor, Blademasters make up for with their quickness. They can evade attacks from all sides with relative ease. While they are not magical in nature, the Blademaster has the ability to summon a magical third sword to assist them in difficult battles.
  • Blades (25)
  • Blunt (20)
  • Piercing (41)
  • Celtic Dual (23)
  • Shield (16)
  • Parry (0)

  • Champion
    Champions are a fusion between a Caster and a Fighter. They have offensive capabilities, but they are enhanced through their powerful debuff spells. Champions instantly fling debuffs upon their enemies, which greatly hinder the enemy's ability to fight at his best level. This ultimately gives the Champion the upper hand in many situations.

    They have defensive abilities including evasion and protection skills. Their Scale armor helps protect them from any further damage that is dealt from enemy swings. Though their debuffs are the highlight of the Valor spell line, Champions also have a self-only buff, snare spell, and instant direct damage shout.
  • Blades (25)
  • Blunt (20)
  • Piercing (41)
  • Large Weapons (15)
  • Shield (16)
  • Valor (47)
  • Parry (0)

  • Druid
    The enemy approaches through the trees. The group stops while the druid calls upon Nature to buff his companions for the fight they will be facing. The enemy appears. From the side, you see the druid casting spells to heal and aid the group during the fight. Another enemy breaks from the trees. The druid quickly sends his spirit companion to intercept the additional foe. A third enemy approaches and the druid calls upon the trees. Their roots spring from the ground to hold the enemy in place.

    Followers of the Path of Harmony, druids use natural magic. They are primarily healers with a variety of spells they can learn to aid their realm mates. They receive basic buffs and can specialize in buffs that are unique in the realm. Druids have some offensive capabilities. Besides the ability to pick up a weapon and swing it at an enemy, they can cast poison spells to physically harm their opponent and cast root spells to freeze their opponent in place. They are also able to summon Nature's spirits as companions to travel or fight beside them. The role of a healing druid can be exacting. It takes a lot of patience, dedication and quick reflexes to keep your group healthy and performing their best. A druid can choose to spend his life alone with his spirit companion, dedicated to a group, or a little of both.
  • Regrowth (28)
  • Regrowth Spec (Druid) (40)
  • Nurture (30)
  • Nurture Spec (Druid) (51)
  • Nature (26)
  • Nature Spec (44)

  • Eldritch
    Eldritches are one of the primary damage-dealing casters of the realm of Hibernia. They research and study the ways of nature among the Sun, the Moon, and the Eclipse. The different spell lines provide many options to Eldritches in the way they deal their damage.

    As with most primary casters, the Eldritch has access to powerful bolts of magic, which are flung quickly across great distances to his enemies. They pack a powerful punch when successfully landed. Along with this they have some very nice utility spells.
  • Way of Light (22)
  • Shadow Control (27)
  • Way of the Moon (20)
  • Vacuumancy (40)
  • Way of the Eclipse (27)
  • Void Mastery (30)

  • Enchanter
    Enchanters are the only casters in the realm of Hibernia who summon citizens of the "Underhill" to assist them in battle. They, too, research and study the ways of magic through the Sun, the Moon, and Enchanting powers. They have the ability to buff their realm-mates and deal powerful direct damage against their enemies.

    They have powerful debuffs, which have large ranges and greatly hinder the enemy.
  • Way of Light (22)
  • Bedazzling (29)
  • Way of the Moon (20)
  • Empowering (25)
  • Enchantment (19)
  • Enchantment Mastery (39)

  • Hero
    Heroes are the basic fighting class of the Hibernian realm. They have the ability to train in all of the weapons available in the realm. They also have access to every type of Hibernian armor. Heroes can tap into the beast within themselves and morph into a large, intimidating stag, which gives a short burst of health.

    No magic is available to the Hero, for he is purely a melee character, but he does have some training in protection and evasion skills. Heroes are sought after for their expertise in weaponry and killing.
  • Blades (25)
  • Blunt (20)
  • Piercing (41)
  • Celtic Spear (16)
  • Large Weapons (15)
  • Shield (16)
  • Parry (0)

  • Mauler
    The Mauler is a class comprised of brawny and brutish martial artist elements along with unique powers and spells. This brawling class channels earthen elemental powers to perform its primal magic. These powers augment Mauler combat abilities and combat styles. The class does not have a normal power pool, however. It will gain power from taking damage in combat. Maulers can specialize in two forms of melee combat. Mauler Staff uses a weighted, primitive form of the quarterstaff. It is known for its raw power, rather than the finesse of other staff based skills. Fist wraps are rune inscribed pieces of cloth, or heavy weights attached to the fists to augment the Mauler's naturally powerful hand to hand combat. Their spell lines augment melee combat depending on the specialization. Aura manipulation augments the natural auras around the Mauler, enhancing their defense and health, as well as those around them. Magnetism uses the power of the earth to disrupt the actions of enemies in close quarters with the Mauler. Power strikes allows the Mauler to launch a barrage of attacks that will damage and debuff anyone who decides to face them in combat.
  • Fist Wraps (16)
  • Mauler Staves (16)
  • Aura Manipulation (38)
  • Magnetism (36)
  • Power Strikes (46)

  • Mentalist
    Mentalists are pure casters with the ability to heal their realm-mates and control the minds of their enemies. Much like the other casters of Hibernia, the Mentalist researches and studies the ways of nature's magic through the Sun, the Moon, and Mentalism.

    Their training in Mentalism provides them with crowd controlling spell elements, which prove very useful when in sticky situations on the frontier. Their minor healing abilities make them wonderful backup healers, again, in tight situations. In addition to the offensive power granted to Mentalists by their pets (which they get by charming monsters), they also have damaging spells.
  • Way of Light (22)
  • Illusions (25)
  • Way of the Moon (20)
  • Holism (31)
  • Mentalism (37)
  • Mind Mastery (36)

  • Nightshade
    While not physically as imposing as other assassins of the realms, those which choose to walk down the Way of Stealth and follow the Path of Essence will depend on their quick reactions, stealth, speed, and sharp wit to combat the enemies of the Hibernian Realm. To assist in the endeavor, the Nightshade Elders have developed and passed down a few magical baubles that grow in strength as the Nightshade becomes more acquainted with his repertoire of skills. In addition to the more common ways that the Nightshades uses to dispatch their foes, they freely practice the skill and art to poisoned weaponry and then turn these deadly blades upon their enemies. As their name would imply, there are certain Nightshades who are renowned for the unusual potency of these poisons.

    They are the stalkers of the night, that can strike quickly and efficiently from concealment, using poisons and a touch of magic to help fell their opponents.
  • Blades (25)
  • Piercing (41)
  • Celtic Dual (23)
  • Critical Strike (16)
  • Nightshade Magic (27)
  • Stealth (0)
  • Envenom (0)

  • Ranger
    Rangers are the archers of the realm of Hibernia. Their extensive training in Recurved Bows proves to be quite useful in the ranged attacks of war. They are similar to the Nightshade class, in that they are capable of stealthing and training in piercing weapons. Their minimal stealth training is useful in hiding and sneaking around enemies in order to find the best position for a bowshot.

    They have some magical abilities, which provide them with self-only buffs and run speeds for quick sprinting away from the enemy. Though as small as their magical knowledge may be, the buffs do prove to be useful in making up for lighter training in areas other than the bow.
  • Blades (25)
  • Piercing (41)
  • Celtic Dual (23)
  • Archery (130)
  • Stealth (0)

  • Valewalker
    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. Valewalkers wear mage-like cloth robes, which they can augment by casting armor-absorption and armor factor self-buffing spells. They also can evade and parry attacks.

    Valewalker combat styles center around their magical nature, and augment their scythe's damage with magical effects.
  • Scythe (16)
  • Arboreal Path (27)
  • Arboreal Mastery (Valewalker) (46)
  • Parry (0)

  • Vampiir
    The Vampiir class is a fighter who wields a one-handed piercing weapon in its right hand. While in melee combat, it is able to cast Vampiir magic with the left hand. The class does not have a normal power pool, however. It will gain power from a variety of attacks - primarily melee strikes. The class receives Safefall and Climb Walls, as well as a passive form of health regeneration. Vampiiric magic comes in three categories or spell lines: "Self Enhancement" spells such as parry, evade, run speed, magic and melee absorption bonuses; "Offensive Damage" spells such as Flame Strikes and a special ability to turn the left hand into a claw for further melee attacks; and "Utility" spells such as a single target mez, snare, Lull Enemies, and effectiveness debuffs.
  • Piercing (41)
  • Shadow Mastery (43)
  • Vampiiric Embrace (40)
  • Dementia (38)

  • Warden
    Wardens have their roots in the art of healing, but over the years have focused their abilities on buffing and fighting. They retain the ability to cast basic heals, but are not as strong of a healer as they are as a fighter / buffer.

    Wardens can train in one hand weapons as well as parry and are able to wear Scale armor and use a standard medium shield. They also have the ability to use a short bow. This gives Wardens a good foundation as a fighter, but their magical abilities are what really give them their real power.

    Wardens magical abilities focus almost exclusively on buffs. This includes the group effecting damage add, run speed, and bladeturn chants. Wardens also have group castable resistance buffs and several stat boosting buffs. Wardens also have several self-only buffs, including the best haste spell in all the realms
  • Blades (25)
  • Blunt (20)
  • Shield (16)
  • Regrowth (28)
  • Regrowth Spec (Warden) (24)
  • Nurture (30)
  • Nurture Spec (Warden) (48)
  • Parry (0)