The Vikings

The Realm of the Vikings follows the path of blood and steel to greatness. In the tall peaks of windswept ice they make their homes, waiting for the moment to conquer the lands below. Sigurd the Dragonslayer leads a Realm whose warriors claim to be the most fearless in the world. Across the war-torn fields the Vikings shout their famous battlecry: “How long can a Viking fight? All the day and through the night!” Fierce and determined to survive against all odds, the Viking Realm wields the storm within as a weapon to fight the storms without. Some may hold the Vikings as coarse barbarians, but in the Realm of the Mountains, they know these naysayers lack courage and conviction: Only through the forge of bloody conquest can the Realms be united to stand against the coming storms.
Playable Races

Dvergr
Stout and sturdy, their stony bodies make them staunch warriors and capable defenders, implacable on the field of battle. They have a +3 bonus to Will and a +4 bonus to Vitality.

Jotnar
Though often characterized as unthinking brutes, the Jötnar value wisdom as well as martial prowess. There are no finer natural warriors in all the realms. They have a +4 bonus to Strength and a +3 bonus to their Endurance.

Human
To represent their manifold nature and adaptability, humans receive a +2 bonus to all stats, irrespective of faction.
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.
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.
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.
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.
Damage dealing spellcasters boasting 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.
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.
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
Mjolnir have access to strong Area of Effect abilities and passively gain significant Damage Reduction by damaging enemies, a force on nature on the battlefield.
Assassin
Archer
Warlock
Healer