Starting Classes


Official DAoC Descriptions of Albion's Starting Classes:


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.

Disciple:
          The Disciple is a servant of Lord Arawn, with a strong affinity for the underworld. Disciples may only become Necromancers, priests of Arawn who command undead servants to do their bidding.

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.

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, Armsmen, and Reavers.

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 Sorcerors.

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.

Official DAoC Descriptions of the Starting Classes of Midgard:


Mystic:
          This class is for the future mages of Midgard. Again, trolls are not welcome within their ranks due to a general lack of delicacy and subtlety of thought and movement. Mystics become Runemasters or Spiritmasters.

Rogue:
          Since this class requires a certain amount of stealth for success, trolls are not considered suitable for the rogue class. Rogues become Hunters or Shadowblades.

Seer:
          If you wish to heal your fallen comrades, and augment their fighting skills with your magic, this is the class for you. This class provides a haven for the more sensitive trolls with less interest in battle than their simpler brethren. Seers become Shaman or Healers.

Viking:
          The traditional fighter of Midgard, all races are welcome to join in the defense of the realm, and bear arms against their common enemies. Vikings become Warriors, Berserkers, Skalds, or Thanes.

Official DAoC Descriptions of the Starting Ways of Hibernia:


Guardians: The Way of Arms
          Choose this way if you are inclined to settle your problems with your own two hands and a trusted weapon. All of Hibernia's children are welcome along this well traveled way, and do not suffer for choosing less magic than their more mystical comrades. Followers of the Way of Arms can become Heros, Champions, or Blademasters.

Magicians: The Way of Magic
          With magic in the very air, it is no surprise that some Hibernians feel the call at the beginning of their careers. The more earthy Firbolgs never hear the siren call very strongly, however; therefore, only humans, elves, and lurikeens take this route. Followers of the Way of Magic can become Eldritches, Enchanters, or Mentalists.

Naturalists: The Way of Nature
          Although living in Hibernia means you cannot help being aware of nature, some may choose to specialize in Nature's gifts. Lurikeens and elves do not have the same affinity for this Way as the Firbolgs and Celts, and so only the latter may follow it. Followers of the Way of Nature can become Bards, Druids, or Wardens.

Stalkers: The Way of Stealth
          Just as it sounds, this base class is for fighters with a more devious streak. All races may go this Way. Followers of the Way of Stealth can become Rangers or Nightshades.

Foresters: The Way of the Grove
          The followers of the Way of the Grove are the self-appointed protectors of Nature. Only Sylvan, Firbolg, and Celts may follow this path. Followers of the Way of the Grove can become Animists or Valewalkers.


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