The Arthurian are a noble, righteous and stubborn faction who aim to wear down their opponents through attrition. They can last a long time in battle, and their strategy would be to survive the initial burst damage of the Viking and Tuatha De Danann factions, and then as the battle rages on gain power and the upper hand to grind out a victory. They are the most defensive of the three realms and offer the most traditional classes.
The Viking are a crazy bunch who want to get stuck in and fight to the death. They have great burst damage and are good at closing in on their opponents to launch an attack. They are the most direct-attacking of the three realms, and are the most likely to rush in and pick a fight before allowing too much time to think.
The Tuatha De Danann are not your typical tree-hugging elf types. They are a messed up cult-type faction who thrive on death and decay, even gaining bonuses when surrounded by corpses. They are the strongest skirmish faction, performing best over a moving battlefield and able to hit-and-run to mess with their enemy. While the Arthurian and Viking factions may very well have to commit more to the battle once engaged, the TDD can more easily perform tactical retreats and disengage - this will suit them if they do indeed end up being the least populated faction choice.
With all that said, we shouldn't think of these differences so much as strengths or weaknesses - everything will eventually get balanced out as much as possible, and as usual the balance of power will constantly switch between classes and factions as these adjustments are made. However it does give us some indication of how the classes will be designed, and a backdrop upon which to start considering our choice of faction.
THE ARTHURIAN FACTION
This is the first of 3 articles outlining the factions in Camelot Unchained. Today we focus on the Arthurians and their motivations, races, play style and classes.
Have you ever met anyone who, no matter what, always believed they were right and everyone around them was completely wrong? (Hmm, this sounds strangely familiar, but I can't quite place it..!). Well scale this up a few hundred times and that is what the Arthurian faction believes. They alone are the saviour of the world, and they will spread their righteousness throughout the lands one continent at a time. How very British!
So long as you show integrity, honour and devotion, and you agree with the Arthurian way of thinking, they are a pretty welcoming bunch. They don't care about your background or class - so long as you buy into their shared vision you will be welcomed to join them on their march to salvation and rebuilding of their once great kingdom.
Now I have to say, this strikes a chord with me as a Cyrus member! We too place more value in the quality and commitment of the person than the achievements or ability of the character, and we are very welcoming of anyone who wishes to put the time and effort in. You can shape a rough diamond, but you can't polish a turd!
Traits: Nobility, honesty, and righteous strength
ARTHURIAN GROUP PLAY STYLE
The Arthurians are a very strategic realm who make planned and organised attacks rather than just blindly rush into a fight. They will take the time to properly scout out their opposition without being detected, and then organise their fighters and abilities to give themselves the greatest advantage based on their opponents.
The Arthurian Shapeshifters and Spirit Mages perform at their best when they have pre-selected their transformation or spirit respectively. This offers greater flexibility and specialisation, but may also leave the group vulnerable to changing circumstances. To be optimal, slow and steady is definitely the order of the day here, rather than rushing from one battle to another.
Arthurian DPS classes, such as the Shapeshifter and the Mage, tend to start an encounter with moderate damage which ramps up the longer a fight lasts. The Mage in particular can reach very high damage output in the right circumstances. Their ranged classes (the Mages and Archers) are more vulnerable when in closer range to the enemy and require additional protection from their allies. However when left alone at long range they are probably the strongest.
Battle placement and positioning is extremely important with Arthurian groups, and each player should know where they are in relation not only to the enemy but also their group members. Co-ordination is key. The Minstrel and the Abbots group buffs are more powerful when more group members are nearby, and the Minstrels enemy debuffs scale up the more enemies that are in range.
Cait Sith - The Veilstorms changed felines forever. Lithe but powerful, the Cait Sith are fiercely unforgiving in their defence of themselves or their kin when threatened.
Gargoyles - They were the guardians of the eternal, the watchers on the walls. Now the Gargoyles have come to life to seek something they cannot name, a harmony of the world that none can yet express.
Humans - Through luck, or perhaps something more, a few Humans managed to escape Veilstorm influence entirely. They did not change into something else, and were untouched by the Veil's wrath, as though chosen for a special purpose.
Stormriders - Famous for their fearlessness in the face of a raging Veilstorm, the Stormriders are warriors with a purpose, unstoppable in Arthur's service. With a culture of duty and honour, the Stormriders see the world in black and white terms: there is devotion to Arthur and his vision of rebuilding Camelot, and then there is everything else.
St'rm - The scaly St'rm are one of the most enigmatic races in all the Realms. Their origins are clouded in rumour and mystery, and the St'rm are only too happy to keep it that way.
Golems - Giants of clay and fire, the Golems are known as the Kiln-Born. They are mighty builders, and can transform their bodies into defences for the Realm.
SPECTER - ARTHURIAN SCOUT
The Specter is a slipper character, avoiding combat whenever possible by going undetected. It can transition between its own character view or that of a spectral body which it uses for scouting. While the player remains in spectral mode the main character loses blood, determined by the distance between the two.
Role: Scouting, some group utility such as fear and enemy debuffs
Range: Melee, Hardest to see at night time
BLACK KNIGHT - ARTHURIAN HEAVY FIGHTER
The Black Knight is the only Heavy Fighter with passive damage mitigation and regeneration. This is the most straightforward and traditional Heavy Fighter, acting as a front line tank with good disruption and moderate damage abilities. The Black Knight excels at closing distances due to its passive mitigation, and is made for leading the charge while protecting allies directly behind him.
Role: Group protection, physical DPS
VEILSTALKER - ARTHURIAN STEALTHER
The Veilstalker will typically prepare for a fight within the Veil. Whilst there, the Veilstalker generates "Arcane Charges" - resources for abilities. Once the Veilstalker leaves the Veil, the charges will begin to drain, so he will want to initiate his attack as soon as possible. The Veilstalker is best when focusing on one opponent at a time.
Role: Single target physical DPS, disruptions / interrupts. Strong against Magical and ranged classes
ENCHANTED KNIGHT - ARTHURIAN SHAPESHIFTER
The Enchanted Knight has several transformations to choose from, and will try to make this strategic choice before the battle starts and stick with it throughout. The longer the Enchanted Knight remains in battle in the current transformation, the more his power escalates allowing him to become stronger over time. This increased power is lost if the Enchanted Knight transforms again, so there is a heavy penalty for switching mid battle.
Role: Various DPS types depending on transformation, some CC utility and enemy debuffs
DREAD CALLER - ARTHURIAN SPIRIT MAGE
The Dread Caller unleashes the souls of dead criminals offering them one final chance at salvation. The Dread Caller summons one soul at a time which the player has direct view and control over, fighting next to the main character. If your summoned soul is killed, you are left significantly weaker until you summon a replacement, and the stronger summons have longer preparation times. Therefore the Dread Caller is not good at switching souls / styles mid-battle.
Each soul has its own characteristics, so could be the soul of a mage, a heavy fighter, etc. This makes soul selection an important strategic choice according to the enemy you are fighting and the allies within your group.
Role: Flexible DPS type based on which soul is called: could be a mage, a heavy fighter, etc
MINSTREL – ARTHURIAN SUPPORT
The Minstrel plays music and song on the battlefield to provide buffs to nearby allies. These songs act as auras which lose effectiveness over time, and must be constantly reset and switched. Minstrel songs which debuff enemies increase in power the more enemies are in range, so the Minstrel will operate well near the front lines, requiring strategic positioning to maximise usefulness both for allies and against enemies.
Speed buffs break on damage and cannot be reapplied immediately.
Role: Provide combat and speed buffs to allies, debuffs to enemies. Strong against large groups
Range: Player based areas of effect, mid range, front lines
ABBOT – ARTHURIAN DEVOUT
The beer-drinking Abbot excels at close quarters healing and combat, and his abilities become more powerful the more group members are within range. This makes strategic positioning and awareness very important. The Abbot can buff group members magic damage and also reduce ability and recovery times.
Role: Flexible, can switch between healing or DPS. Strong against ranged classes
Range: Melee - mid range
PHYSICIAN – ARTHURIAN HEALER
The Physician is an alchemist who throws potions (projectile-based resources) that effect their target. These potions mainly heal and cure wounds, and they do not focus on buffing or debuffing targets. The Physician has more direct control over their healing than the Viking healer.
Role: Pure healer focusing on health and wound regeneration
Range: Mid range, between front line and ranged DPS
FLAME WARDEN – ARTHURIAN MAGE
The Flame Warden is a very focused class dealing increasingly high amounts of fire damage. Ability power starts out fairly moderate, but escalates during a battle until their damage output is extremely high. They also lose health as they use strong abilities, requiring healers to keep them topped up. The Flame Warden prefers to remain in a fixed location and is not a very mobile class.
Role: Magic DPS, strong against heavy armour
BLACKGUARD – ARTHURIAN ARCHER
The Blackguard is an out and out ranged Archer class which uses the most powerful bows in the game giving excellent range. Less diverse than the other Archers, and with fewer non-range abilities, the Blackguard will be weaker at closer range and require protection when caught. However left alone, the Blackguard has deadly power and accuracy.
Role: Physical DPS, strong against cloth / leather armour
Disclaimer: This article attempts to outline the main differences in play style between the three factions of Camelot unchained - the Arthurian, Viking and Tuatha De Danann realms. The information contained herein is based on many sources of information released to us by the developers, but as yet there has been no definitive resource to explain these differences. As such, this is just one interpretation of that information, and may of course be subject not only to change, but to complete misrepresentations!