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Ahhhh, the classes of DAoC,
this should be a refreshing change to what you are used to in other games, where
there are say x number of classes and y number of races, but not all races can
be all classes and vice versa. This is a little better, each realm, has a
specific set of races, and each realm has their own little subset of classes,
which will differ from the other realms, making the choice of race
a lot more important. Also, the way you choose your class is worked out a
little different from the normal as well, you will first choose your base class,
which is pretty much a generic type thing, such a healer, or a caster, or a
fighter, etc, and then at level 5, you will choose an advanced class, which is a
specialist in a certain area of your base class. For instance, an
Elementalist from the realm of Albion, can either choose to be a Wizard, or a
Theurgist. The wizard is more potent at sheer damage dealing spells based
around the elemental bases, where as the theurgist will focus more on the
summoning of earth elementals and golems, etc, and also at higher levels, will
be able to assist with siege warfare! As you can see, this is a good idea,
because the player will get a taste of the class before they commit to what kind
of specialty they want to devote their travels to. Here is a list of the
classes :)
Classes of the Realm of
Albion
Characters in the Realm of
Albion start out their career as one of four basic classes. At 5th level they
choose a Guild to join that further specializes their character.
Starting Classes
Fighter |
A
specialist in arms and armor, the Fighter is trained to enter armed
combat against his foes. He relies on strength, constitution, and
dexterity. Fighters can become Paladins, Mercenaries, and Armsmen. |
Mage |
The
Mage weaves magical spells to cast them at his enemies, and specializes
in the destruction of matter. His intelligence is his most important
statistic. Mages can become Cabalists and Sorcerers. |
Elementalist |
The
Elementalist is a mage who specializes in harnessing the power of the
four elements of fire, ice, earth, and air. His guild options include
Wizards and Theurgists. |
Acolyte |
Dedicated
to The Church of Albion, Acolytes are men of faith who specialize in
spells that make their friends stronger, and keeps them healthy. Clerics
rely on their Piety and Constitution. They can become Friars and
Clerics. |
Rogue |
Rogues
are jacks-of-all trades who rely on their quickness and dexterity to
engage in a little fighting, subterfuge, disguise, hiding, and other
non-standard fighting skills. They can become Scouts, Minstrels, and
Infiltrators. |
Advanced Classes
By joining a Guild, Albion
characters choose their career path at 5th level. Click on each class name to
find more information about the class.
Paladin |
Starting
Class: Fighter. A holy warrior devoted to the Church. Paladins
specialize in group-based combat, and have spells that help their
teammates in combat. He is a good armed fighter, but his strict code
of Chivalry makes him not quite as effective as the Armsman. Fighters
become Paladins by joining the Church of Albion. |
Armsman |
Starting
Class: Fighter. The basic man of arms from the legends. Unlike the
Paladin, the Armsman can (and will) do anything necessary to win a
fight. He can use almost all weapons and armor. Fighters become
Armsmen by joining the Defenders of Albion. |
Mercenary |
Starting
Class: Fighter. A fighter who specializes in fast attacks and weapon
styles. The Mercenary gets evade and dual-wielding skills, but is
limited to chain armor. He can also use short bows. Fighters become
Mercenaries by joining the Guild of Shadows. |
Scout |
Starting
Class: Rogue. A specialist in Longbow archery as well as hunting and
tracking skills. A Rogue becomes a Scout by joining the Defenders of
Albion. |
Cleric |
Starting
Class: Acolyte. One who has devoted their entire life to the Church of
Albion, Clerics perform the essential role of healing and preparing
their realmmates for battle. Acolytes become Clerics by joining the
Church of Albion. |
Friar |
Starting
Class: Acolyte. A religous zealot who joins the Defenders of Albion
and fights alongside his arms-bearing Realmmates. Friars get healing
prayers as well as quarterstaff combat styles. |
Wizard |
Starting
Class: Elementalist. Following in the footsteps of Merlin, the friend
and protector of Arthur, Wizards call upon the elemental forces of
fire and ice. They also exclusively learn how to shape the element of
air to become deadly clouds that affect large areas of the
battlefield. Elementalists become Wizards by joining the Academy. |
Theurgist |
Starting
Class: Elementalist. Theurgists are specialist mages who learn the
element of earth, and its use in summoning rock and earth elementals
to help them in combat. At higher levels, they also learn spells that
help with siege warfare. Elementalists become Theurgists by joining
the Defenders of Albion. |
Sorcerer |
Starting
Class: Mage. Sorcerers are spellcasters who specialize in mind control
of their enemies. They can even control lesser-intelligence creatures
and command them to do their bidding. Mages become Sorcerers by
joining the Academy. |
Cabalist |
Starting
Class: Mage. Cabalist are Mages that have embraced the darker side of
magic and engage in studies of spirit destruction and creation. Their
specialty is creating Golems out of inanimate matter that can be
commanded to do their bidding. Mages become Cabalists by joining the
Guild of Shadows. |
Infiltrator |
Starting
Class: Rogue. A Roguish class that specializes in stealthy movement,
traps, locks, and hiding. The Infiltrator is very good at spying on
enemy Realms. Rogues become Infiltrators by joining the Guild of
Shadows. |
Minstrel |
Starting
Class: Rogue. Although not a spellcaster in the strict sense, the
Minstrel has songs that perform many of the same effects. He can also
use weapons and armor. Rogues become Minstrels by joining the Academy. |
Classes of the Realm of
Midgard
Characters in the Norse
Realm of Midgard have a slightly different character progression path than those
of Albion. All primary fighting classes in Midgard start out as the Viking, and
then may branch out and become more specialized at 5th level, as befits this
Realm that is so heavily focused on armed combat. Primary spellcasting classes
start out as their profession from the beginning of their career.
Arms-Wielding Classes
Warrior |
Patron
god: Tyr, the god of War. The standard Norse fighting man, the Viking
can use all weapons and armor, although he receives no spells. He more
than makes up for it by his extreme ferocity and tenacity in battle.
All fighting classes must first start as a Viking. |
Berserker |
Patron
god: Odin, the arch-god of the Norse pantheon, and especially of
battle. Berserkers have the ability to drive themselves into a battle
rage that lets them fight without thought of personal safety. At
higher levels they can shapeshift into bears for additional power. |
Thane |
Patron
god: Thor, the god of Weather and might. The Thane is a fighter who
can call up on weather-related magical direct-damage spells to aid him
in combat. |
Skald |
Patron
god: Bragi, the god of poetry and song. Specializing in songs that
instill courage and strength in his countrymen, the Skald is a
tremendous boon to a party of adventurers. As dexterous as he is with
a lute, the Skald is equally at home with a sword. |
Hunter |
Patron
goddess: Skadi, the Norse goddess of the hunt and the bow. Hunters are
efficient fighters, who additionally get the ability to charm and
control wild animals, as well as track and use bows. They can also
shapeshift into animal form at higher levels. |
Spell-Using Classes
Shadowblade |
Patron
god: Loki, the trickster. The Shadowblade is a combination
thief/illusionist, specializing in priestly abilities to sneak, hide,
and confuse, as well as getting deadly combat abilities. |
Spiritmaster |
Patron
goddess: Hel, queen of Nifleheim, the Norse underworld. Hel provides
Spiritmasters the ability to summon and control the spirits of fallen
Norse warriors to aid them in battle. |
Runemaster |
Patron
god: Odin, the arch-god of knowledge. Runemasters learn the arts of
crafting magical runes which they use to create large area spells,
traps, and explosions. |
Healer |
Patron
goddess: Eir, the Norse goddess of healing and herbs. Healers are given
knowledge of the arts of aiding their Norse friends who have been
injured in combat. Eir also provides Healers with some ability to fight
as well. |
Shaman |
Patron
god: Ymir, the fallen giant whose body makes up the land of Midgard.
Shamen are the tribal mages from the wild tribes of Kobolds and Trolls
who draw their power from the earth itself. They get a combination of
healing and combat magic that makes them quite useful to their
realmmates. |
Classes of the Realm of
Hibernia
Hibernian classes are
heavily influenced by their spell-casting, since most classes have at least some
sort of spell ability.
Stay tuned to this page
for information about future updates to the Hibernian classes. Please note that
the Hibernian class "Hunter" has been renamed to "Ranger"
and the "Nightblade" has been renamed to "Nightshade".
Champion |
A
combination of fighter and mage, the Champion augments his combat
skills with spellcasting that makes him and his realmmates fight
better. |
Warrior |
A man
of arms, who gets no spells, but can use almost all weapons and armor. |
Nightshade |
The
Nightshade is a spellcaster who specializes in hiding/sneaking spell.
He can also fight when cornered, although not as well as other
Hibernian combat classes. |
Ranger |
A
fighting class who is well attuned to the natural power of Hibernia.
Rangers can fight very well using a variety of armor and weapons, as
well as receive druidic spells to aid they and their realmmates. |
Enchanter |
The
Hibernian mage who specializes in the creation of magical items and
item enhancement. The Enchanter's main specialty is making his
realmmates weapons and armor more effective. |
Druid |
A
spellcaster who gets his spells from the natural power of Hibernia.
The Druid is the primary healing and buffing class in the Realm. |
Eldritch |
Specializing
in extremely destructive and powerful magic, the Eldritch is perhaps
the most dangerous spellcaster in the game. His spells deal with the
most primal forces of nature. |
Bard |
Straight
from Celtic lore, the Bard is an important combination of fighter and
performer -- able to defend his friends with a blade, as well as
encourage and embolden them with his songs of glory and valor. |
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