Welcome to Starose Realm!!  Your number one resource for information relating to Dark Age of Camelot.

 

 

Main

Screenshots

Downloads

FAQ

Races

Classes

Spells

Links

Email Me

 

 

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.