Tuatha Dé Danann

The Realm of the Tuatha Dé Danann strives to become one with nature. They revere the forest for its fierce beauty and its unyielding grip on life. The forest is more than the home of the Tuatha Dé Danann; it is their deep-rooted mother, their broad-boughed father, and their protector. Beneath the green-on-green canopy of the ever-living forest, dark secrets and powerful mysteries are hidden, which every member of the Realm will fight to defend. The wise and enigmatic Lugh leads the Tuatha Dé Danann to blossoming power, expanding the reach of limitless life. Some may jest that the Tuatha Dé Danann are foolish tree-lovers and frivolous fairies, but in the Realm of the Forest they know the truth: The world will be fierce and beautiful when the Realms are united under forest halls.

Playable Races

Fir Bog

Secretive seers and mighty wardens of their native forests, Fir Bogs receive a +4 bonus to Spirit and a +3 bonus to Endurance.

Human

To represent their manifold nature and adaptability, humans receive a +2 bonus to all stats, irrespective of faction.

Luchorpán

Natural tricksters, the Luchorpán are extremely evasive, and their faith in one another makes them capable healers. They receive a +4 bonus to Dexterity and a +3 bonus to Conviction.

More Races Coming Soon

Magic or Might: Classes

There are eighteen classes available for play in this release of Camelot Unchained, each belonging to one of six archetypes and divided between the three playable realms. While each archetype generally fills a similar role as its counterpart in the opposing factions, no class is mirrored, meaning each will have unique and tangibly different abilities.

Fianna are focused on single target damage, with higher health regeneration than their faction counterparts. They also punish enemies who attack them, dealing retaliatory damage.

Found at the front line in any conflict, Fighters take the blows that would otherwise harm their allies. Wearing heavy armor and boasting high physical resistance, they utilize Courage as a resource, gained by utilizing specific skills in their toolset. While their damage isn’t very high at the start of a fight, once they’ve built up enough Courage, they can spend it to activate powerful, high damage abilities.

Red Caps utilize strong poisons that apply Damage over Time to make enemies vulnerable. They move unpredictably with short cooldown speed boosts and shifts between the Veil.

Striking from the shadows and dancing through the weave of the Veil, Assassins are expert infiltrators who excel at mobility and bursts of damage, and can severely limit your opponent’s backline. Their class resource, Determination, regenerates steadily over time and is spent on high value abilities. If an Assassin runs out of Determination, they receive a stacking debuff which reduces max Health but have their resource pool fully restored, allowing the player to gamble on risky engagements knowing that they have a reserve available.

Forest Stalker’s Earth attacks allow for synergy with Earth Arcanists, delivering finishing attacks from range. They have Stealth abilities that prevent enemies from seeing them.

Striking from afar before slipping back into the shadows, Archers can deal with high value targets from a distance and take advantage of the terrain around them. Archers utilize Focus, which regenerates periodically, in large bursts.

Druids are capable of dealing extreme damage by spending large amounts of Mana at once. Poison damage and Void spells can cut down enemies, and they can resurrect fallen allies.

Damage dealing spellcasters boast a variety of utility options for party combat, Warlocks utilize Mana as their resource, which naturally regenerates over time. Warlocks have access to spells of multiple damage types which they can use in different situations to maximize their damage output. Warlocks also have access to different types of combat spells, between direct targeted spells, effects with projectiles, and Ground Target spells, and can deal damage to large areas as well as single targets. While Warlocks provide excellent group benefits through buffs and high damage, they struggle without allies to keep them out of melee.

Empaths can Link themself with an ally and enemy, empowering their abilities. Their DOT effects and ability to spend Health on powerful spells make them masters of engagements.

Healers fight to keep their allies alive and to ensure that the flow of battle does not turn against them, boasting an array of utility spells and even moderate damage output in addition to their healing. They have two class resources, Faith and Judgement. Faith regenerates over time and is regained in full when a Judgement ability is used. Judgement drains to zero when out of combat and is gained by using Faith abilities. Healers are also capable of resurrecting their allies, a vital tool when sieging objectives.

Dark Fools leverage the most Panic, utilizing powerful Control effects that are more effective against weakened or Panicked opponents to deal additional Mind damage.

By song and deed, Performers enhance the abilities of those around them and boast powerful party-based abilities. Performers wield Instruments in addition to their weapons, and utilize Focus, which regenerates periodically in bursts. They are able to inflict Panic on their enemies, and have access to strong Control effects, which have increased duration against fully Panicked targets. Performers also have access to a variety of Chants that provide constant buffs to their group, including strong, out-of-combat movement speed boosts which can be crucial for RvR combat.

Fighter

Fianna are focused on single target damage, with higher health regeneration than their faction counterparts. They also punish enemies who attack them, dealing retaliatory damage.

Assassin

Red Caps utilize strong poisons that apply Damage over Time to make enemies vulnerable. They move unpredictably with short cooldown speed boosts and shifts between the Veil.

Archer

Forest Stalker’s Earth attacks allow for synergy with Earth Arcanists, delivering finishing attacks from range. They have Stealth abilities that prevent enemies from seeing them.

Warlock

Druids are capable of dealing extreme damage by spending large amounts of Mana at once. Poison damage and Void spells can cut down enemies, and they can resurrect fallen allies.

Healer

Empaths can Link themself with an ally and enemy, empowering their abilities. Their DOT effects and ability to spend Health on powerful spells make them masters of engagements.

Performer

Dark Fools leverage the most Panic, utilizing powerful Control effects that are more effective against weakened or Panicked opponents to deal additional Mind damage.