Difference between revisions of "Dark Age of Camelot"

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==Class==
 
==Class==
{{Text table}}
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{|cellpadding=0 cellspacing=0 style=text-align:left width=100%
 
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!width=115|[[Animist]]
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!width=10%|[[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. {{Warn|=This class is only available to Shrouded Isles users.}}
 
|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. {{Warn|=This class is only available to Shrouded Isles users.}}
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!Bard
 
!Bard
 
|Straight from the pages of Celtic Lore, the Bard is a combination Druid, fighter, and songmaster. He is adept at exhorting his friends in battle.
 
|Straight from the pages of Celtic Lore, the Bard is a combination Druid, fighter, and songmaster. He is adept at exhorting his friends in battle.
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!Blademaster
 
!Blademaster
 
|The light fighter of Hibernia. Specializes in combat styles that require him to focus on his position in combat, as well as the ability to use two weapons at once.
 
|The light fighter of Hibernia. Specializes in combat styles that require him to focus on his position in combat, as well as the ability to use two weapons at once.
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!Champion
 
!Champion
 
|A combination spellcaster and fighter, the Champion can fight with arms as well as cast debuffing spells on his opponents.
 
|A combination spellcaster and fighter, the Champion can fight with arms as well as cast debuffing spells on his opponents.
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!Druid
 
!Druid
 
|The primary healer of the Hibernia, the Druid can cast nature-based spells as well as fight adequately when the need arises. He is also able to summon Nature's spirits as companions to travel or fight beside him.
 
|The primary healer of the Hibernia, the Druid can cast nature-based spells as well as fight adequately when the need arises. He is also able to summon Nature's spirits as companions to travel or fight beside him.
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!Eldritch
 
!Eldritch
 
|Specializing in powerful destructive magic, the Eldritch bends the elements of the world and the void to annihilate Hibernia's enemies.
 
|Specializing in powerful destructive magic, the Eldritch bends the elements of the world and the void to annihilate Hibernia's enemies.
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!Enchanter
 
!Enchanter
 
|Utilizes magical forces to summon and control magical creatures to do his bidding - the Enchanter additionally has spells that assist their realm mates and damage their enemies.
 
|Utilizes magical forces to summon and control magical creatures to do his bidding - the Enchanter additionally has spells that assist their realm mates and damage their enemies.
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!Hero
 
!Hero
 
|The basic fighting class of the Realm. Can use almost all weapons and armor in Hibernia. Not flashy, but effective and an essential component of any well-rounded group.
 
|The basic fighting class of the Realm. Can use almost all weapons and armor in Hibernia. Not flashy, but effective and an essential component of any well-rounded group.
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!Mentalist
 
!Mentalist
 
|A combination spellcasting class that relies on mind control and power, Mentalist have the ability both to damage their enemies and heal their friends.
 
|A combination spellcasting class that relies on mind control and power, Mentalist have the ability both to damage their enemies and heal their friends.
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!Nightshade
 
!Nightshade
 
|A sneaky assassin that has the ability to move about unseen, attack using deadly backstab combat styles, as well as limited magical ability.
 
|A sneaky assassin that has the ability to move about unseen, attack using deadly backstab combat styles, as well as limited magical ability.
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!Ranger
 
!Ranger
 
|The Archer of Hibernia, the Ranger also gains some magical spells, as well as the ability to wield weapons in both hands.
 
|The Archer of Hibernia, the Ranger also gains some magical spells, as well as the ability to wield weapons in both hands.
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!Valewalker
 
!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. {{Warn|=This class is only available to Shrouded Isles users.}}
 
|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. {{Warn|=This class is only available to Shrouded Isles users.}}
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!Warden
 
!Warden
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==Race==
 
==Race==
{{Text table}}
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{|cellpadding=0 cellspacing=0 style=text-align:left width=100%
 
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!width=115|Celt
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!width=10%|Celt
|Celts are the basic human race available in Hibernia. Their kinship with nature makes them strong in magic, but their strong roots allow them to also be good combatants.
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|Celts are the basic human race available in Hibernia. Their kinship with nature makes them strong in magic, but their strong roots allow them to also be good combatants.
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!Elf
 
!Elf
 
|Beautiful, tall, and thin are the Elves of Hibernia. Elves are especially adept at magic, but they are suspicious in general of nature. They make very powerful spellcasters.
 
|Beautiful, tall, and thin are the Elves of Hibernia. Elves are especially adept at magic, but they are suspicious in general of nature. They make very powerful spellcasters.
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!Firbolg
 
!Firbolg
 
|Massive humanoids, the Firbolg are believed to be a cross between man and giant. These wood-dwelling creatures are as well-attuned to nature as their Celt cousins, though, because of their great size, they are very good fighters.   
 
|Massive humanoids, the Firbolg are believed to be a cross between man and giant. These wood-dwelling creatures are as well-attuned to nature as their Celt cousins, though, because of their great size, they are very good fighters.   
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!Lurikeen
 
!Lurikeen
 
|Lurikeen are a small and extremely quick and dexterous race. Mischevious in nature, they are naturally adept at stealthy maneuvers and hiding, though their ties with nature and the "Undermountain" provide them with great magical prospect.   
 
|Lurikeen are a small and extremely quick and dexterous race. Mischevious in nature, they are naturally adept at stealthy maneuvers and hiding, though their ties with nature and the "Undermountain" provide them with great magical prospect.   
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!Shar
 
!Shar
 
|The Shar are a rough race, which are capable of performing magic. Their bones protrude from their skulls and forearms in a frightening fashion. {{Warn|=This race is only available to Trials of Atlantis users.}}
 
|The Shar are a rough race, which are capable of performing magic. Their bones protrude from their skulls and forearms in a frightening fashion. {{Warn|=This race is only available to Trials of Atlantis users.}}
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!Sylvan
 
!Sylvan
 
|Sylvan are dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of Hy Brasil in much the same way as the wolves and badgers that inhabit the wooded land of Hibernia. {{Warn|=This race is only available to Shrouded Isles users.}}
 
|Sylvan are dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of Hy Brasil in much the same way as the wolves and badgers that inhabit the wooded land of Hibernia. {{Warn|=This race is only available to Shrouded Isles users.}}
 
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Latest revision as of 21:11, 12 February 2013