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Character Classes of Hibernia

Guardian
The Guardian class of Hibernia is the warrior class. They are stilled at melee combat and have limited ranged combat capabilities. Commonly referred to as "Tanks", they are generally the strongest, best armored and have the highest hit points of any of the classes in the Realm. Below is a summary of the three classes of Guardians:

Hero Icon

Hero — Path of Focus
The strongest and most skilled-at-arms of the Guardians. The Hero can utilize any melee weapon, including Large Weapons and Celtic Spear combat styles, and they also have short bow capability. Because of these combat styles, the Hero can deal a great amount of damage everytime they hit. The only drawback is that these combat styles are somewhat slow. In addition to their weapon combat styles, Heroes also have very effective Shield combat styles which further increase their defensive capabilities. At 15th Level, Heroes can use scale armor, the best armor in the realm. Between their armor, Parry, Evasion and Shield, heroes are very defensively based and make excellent front line characters.

Heroes cannot use magic spells but do have the capacity to change into a Werestag which increases their Strength and Constitution attributes immensely. The Werestag capability can only be used every 30 minutes, but can give the Hero the edge he/she needs in order to triumph in combat. Celts and Firbolgs can be Heroes.

Champion Icon

Champion — Path of Essence
They are very similar to Heroes but have magical capabilities and cannot utilize the Celtic Spear combat style. They are superb in melee combat and can also use scale armor. Like the Hero, the Champion can use large Shields and they add to the Champions offensive and defensive capabilities. Their magical abilities allow them to cast a medium range Debuff spell which reduces their target's xxxx attribute. This is both effective in combat and an excellent way to "pull" mobs. Celts, Elves and Lurikeen can be Champions.

Blademaster Icon

Blademaster — Path of Harmony
Blademasters are "Tanks" but rely on speed and strength instead of heavy armor and heavy weapons. They must deal more damage to their foe than their foe does to them to win a fight. Although the Blademaster cannot utilize Large Weapons or Celtic Spear, they do have the capability to utilize the Celtic Dual combat style. For this reason they can often outdamage the other tanks because they hit more often, and if both weapons hit, for more damage. Their only ranged attack is the short bow, which is useful mainly for interrupting spell casters and pulling mobs. The main weakness of the Blademaster is their inability to wear armor higher than Reinforced. They must rely upon Evasion and Parry, or else they will take much more damage during combat than a Hero or Champion would. Blademasters can use shields, but it defeats their primary strength, Celtic Dual.

Blademasters cannot use spells either but do have a special ability of their own. The Triple Wield ability gives the Blademaster an additional sword attack each time he/she hits while it is in effect. This ability can only be used every 30 minutes, like the Werestag ability of the Heroes. Celts and Firbolgs can be Blademasters.


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Naturalist
The Healers are deeply connected to the Realm and can draw upon the forces of nature. They can all cast healing spells, "Buffs" and resurrect fallen comrades. They are the support that keeps the other classes fighting which leads to victory. Upon achieving level 10, all healers can resurrect the dead. Below is a summary of the three classes of Guardians:

Bard Icon

Bard — Path of Essence
Bards are generally a support class but a tremendous help to any party they are with. Their main strength is their songs which benefit the entire group. Their songs can increase movement speed and the rate at which party members regenerate health/mana/endurance. For this reason alone, Bards are essential for any group.

The healing abilities of Bards are also essential to any group. They can cast Blue Buffs, heal and resurrect fallen comrades. Their offensive capabilities are fairly limited however. They do gain a few combat styles and have a "Shout" spell which is a direct damage instant cast spell, but they do not make effective fighters since most of their points should be put into their group helping abilities. However, a Bard's ability to cast Mesmerize spells makes them a formidable foe in any combat. Celts and Firbolgs can be Bards.

Druid Icon

Druid — Path of Harmony
Druids are the best healers in the realm. They have the best Buffs and the highest healing potential of any class, and of course they can resurrect. As far as combat is concerned, Druids have a fairly high defensive potential since they can wear scale armor and use shields. However, they do not recieve any combat styles and only make fair melee fighters. Druids cannot use bows and must rely upon spells for ranged combat. These spells are limited to Root and Poison.

Druids can summon a Pet to help them out in combat. If a Druid has invested enough points into Nature Affinity, he/she can summon a Pet which is very useful. The pet is often used to attack a foe to cause damage or to interrupt spellcasters. Having a Pet is also useful when the Druid needs to escape, since the pet can engage an attacker and hopefully draw the aggro away from the Druid, sacrificing the Pet to save the Druid's life. Celts and Firbolgs can be Druids.

Warden Icon

Warden — Path of Focus
The Warden is the most combat oriented class of the Healers and probably the most well rounded. Wardens can wear scale armor, use shields and gain limited combat styles. In addition Wardens can cast Blue Buffs, a Bladeturn Bubble, a minor speed spell, heal and resurrect. They have many capabilities, but are not specialized in one area. For this reason Wardens often function as secondary tanks and secondary healers in any combat.

Wardens are the weakest of the Healer classes, since their spells use so much mana, but with all of their other capabilities they make very useful group members. They can stand in for just about any other character class. Celts and Firbolgs can be Wardens.


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magician
magicians are the spell casters of the realm and are basically mages. They use staves as their only weapons, wear robes and cloth armor and cast a wide range of spells. magicians are extremely weak in melee combat but can deal the most damage out in any combat with their spells, providing their enemies don't resist those spells.

Enchanter Icon

Enchanter — Path of Essence
Enchanters specialize in magics which Buff their comrades and which summon Pets. The pet is often used to attack a foe to cause damage or to interrupt spellcasters. Having a Pet is also useful when the Enchanter needs to escape, since the pet can engage an attacker and hopefully draw the aggro away from the Enchanter, sacrificing the Pet to save the Enchanter's life.

Elves and Lurikeen can be Enchanters.

Mentalist Icon

Mentalist — Path of Harmony
The Mentalist is the most well-rounded of the magician classes and can cast a wide range of spells. Mentalists can Stun, blast, regenerate health/mana/endurance, heal and charm monsters. The Stun is much more effective than the Mesmerize spell because the enemy can be attacked and the Stun won't be broken. The Mentalist's Direct Damage Blast is generally weaker than the other two classes because their range is shorter. For this reason, a foe can usually close on a Mentalist and engage in melee combat, which all magicians are terrible at. As a healer, a Mentalist is basically a secondary healer because their healing spells drain a great deal of mana. A Mentalist also gets "bananas" which are point regenerating Buffs that can be cast upon others. Depending upon the Mentalist's skill points, he/she can give "bananas" which will regenerate health, mana or endurance.

Mentalists can get a Pet of sorts by charming humanoid monsters. However, unlike other Pets, charmed monsters will attack the Mentalist when released from control. The charmed monster will also drain mana from the Mentalist the longer he/she keeps the monster under control. Charmed monsters are useful for the same purposes that other Pets are. Celts, Elves and Lurikeens can be Mentalists.

Eldritch Icon

Eldritch — Path of Focus
The Eldritch is the most offensively based magician class. They have long range Direct Damage spells and deal out the highest amount of spell damage of any of the classes in the realm.

Elves and Lurikeen can be Eldritches.


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Stalker
Stalkers are rogues and rely upon stealth and strategy in order to defeat their foes. All Stalkers are good fighters in melee combat but their most effective form of attack comes from their critical strikes. They know precisely where to strike a target in order to inflict the maximum amount of damage. It is not unheard of for a Stalker to kill an enemy in one hit.

Nightshade Icon

Nightshade — Path of Essence
Nightshades are the melee version of Stalkers. They are "Mini-Tanks", and as such, are effective melee fighters. They gain limited spell casting powers, which is basically a Direct Damage spell, but their Critical Strikes and poison abilities are what make them deadly. The DD spell is useful mainly for pulling. A Nightshade with two poison weapons, who is stealted and manages to make a Critical Strike can usually kill or severely incapacitate even the strongest of Tanks in one hit. In RvR, Nightshades are particularly deadly. Upon reaching 20th level, Nightshades gain the ability to scale castle walls. Combined with their stealth, this can be a very effective method of keep siege and relic raiding.

Nightshades are very lightly armored however, Leather only, and cannot stand up to severe punishment. They make very effective secondary tanks, as long as they don't get hit. Their primary strength is their ability to move unseen as scouts and to inflict massive amounts of damage in their first hit. Many Nightshades utilize hit-and-run tactics whenever possible. Lurikeens and Celts can be Nightshades.

Ranger Icon

Ranger — Path of Focus
Rangers are the most deadly long range class in the realm, equal to or better than the Eldritches. They have the longest range attack of any class and can use critical strikes to inflict tremendous amounts of damage for their first few attacks. Many Rangers can kill an opponent long before it closes for melee combat. Although they cannot use poison, their ranged attacks more than make up for it.

Rangers gain a variety of self Buffs which help them when an opponent does close for melee combat. They can wear Reinforced armor, and do make fair melee combatants, but they cannot dish out the same amount of damage that a Nightshade can in melee. They can however, take more damage than a Nightshade, but not that much more. Combined with their stealth, a Ranger is the most deadly RvR character there is. Humans, Elves and Lurikeen can be Rangers.


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