Camelot Unchained Faction Breakdown - Vikings


Welcome to the second of our 3 articles outlining the factions in Camelot Unchained. This time we take a closer look at the Vikings and their motivations, races, play style and classes.


Fighting against the Vikings has a similar feel to arguing with someone on the internet. It's not about the validity of the arguments, the phrasing and expression of the language, and it's not even about convincing onlookers that you are right or not. It's about who can be the loudest and get the last word in. Whoever comes to their senses first and sees the futility of what they are doing is declared the loser by the idiotic big mouth who's now got the platform all to himself to preach to the rest of the internet how he was right and how he wtfpwn'ed you.

The Vikings are the savage barbarians in Camelot Unchained and they believe that violence is the answer to any question. With the Vikings, it's not about nobility, righteousness or honour, it's about who can hit the hardest and render their opponent unconscious. It's about proving yourself as a man and a warrior. Let's put it bluntly - it's a dick measuring contest. And as I'm sure every Cyrus "member" will attest to, this is no problem at all for us walking tripods!

The Vikings may be brash, they may be unrefined, but these warriors are hard as nails and you can't help but admire their courage and absolute giant balls of steel. Strategy be damned, they just want to charge in, paint the snow red and earn their way into Valhalla.

Traits: Follow the path of blood and steel to greatness.


The Vikings perform best when they are in combat - this aligns with the mentality that they want to charge in and get into action as quickly as possible and not waste time planning or strategising. For example the Viking Heavy Fighter, unlike the Arthurian, doesn't have passive damage mitigation so will want to get in range and use his abilities before taking too much damage.

Vikings also work well when fighting in a tighter group - even the Mages and Archers fight at close quarters. Vikings will cause a lot of chaos on the battlefield, and generally have good AoE damage. They will not rely so heavily on focusing down one target at a time, but will spread the pain and put a strain on the enemy healers. The Viking Stealther and Devout will apply debuffs to multiple enemies increasing the damage they take, and even the Heavy Fighter can cause AoE damage using the lightning from his hammer.

Vikings also support each other very well - The Shapeshifter and Devout (and effectively the Stealther) can buff their group members power or health, while the Heavy Fighter and Mage can combine lightning and water to cause electrifying damage! Many of the classes interact, and with better mobility and by fighting closer to one another, instead of spreading out to more fixed positions, they will find it easier to punch through a defensive wall and get to the back line.

The Viking DPS classes tend to have great initial burst damage, but then fade as the battle wears on. The Spirit Mage pets lose health once they are summoned, and the Shapeshifter loses power the longer he stays in one transformation. The Mage also reaches his maximum damage output very quickly, but this is then overtaken by the other mages. Their goal will be to cause enough devastation early on in a fight that the enemy cannot recover - failing this they may very well struggle.

The Vikings don't care who they are fighting against, and are very flexible when it comes to the battle. The Shapeshifter isn't required to pick a stance before engaging, it instead changes transformations constantly to maintain optimal effectiveness. In contrast, the more defensive classes do require more thought - the Devout finds switching between healing and DPS less optimal, while the Healer has to be very strategic with stone placements and general positioning.

With a shorter range than other factions, the Vikings may find it more difficult during the initial stages of a siege, but this will also depend on the landscape, the layout of the fortress and how siege weaponry is implemented. If the Arthurians can keep the Vikings at a distance they will have the advantage, but if the Vikings can close the gap then they will need to survive the initial Viking burst damage before trying to turn the tide.


Ulfheonar - Known as Berzerkers, the Ulfheonar watch for Ragnarok and the ending of the world. They believe they were born for war, and their battle-rage is legendary, as well as the long recovery they require afterward.

Dvergar - The noble Dvergar are born deep within the earth, in a land they call the Inner World. Though they love a good joke, or even a bad one, the Dvergar are staunch warriors and sturdy defenders, who bring great bravery and determination to the battlefield.

Valkyrie - Though their race was born of great suffering and tragedy, the Valkyrie have risen high above their past on hidden wings of magic. Some of the Valkyrie can truly fly with their delicate wings; others glide overhead.

Vikings - Explorers and mighty warriors of legend, the Vikings are hungry. Hungry for battle, hungry for plunder, and starving to rule by right of conquest.

Jotnar - A large and imposing people infused with ice, the blue-skinned Jotnar are known as Frost Giants. As they age they literally get bigger, stronger and tougher and even more frightening to behold on the battlefield.



The Arisen is literally dying to help his allies find a good fight. Committing suicide so that he may arise from his tombstone as undead, he is much more of an annoyance than the other scout classes and less afraid of being seen. With useful enemy debuffs, the Arisen has more of a supportive role to play during combat and is relatively hard to kill.

Role: Scouting, enemy debuffs
Range: Melee


The Mjolnir is not just going to sit on the front lines soaking up damage - he wants to also get stuck in and deal some crushing blows with his heavy hammer. His damage mitigation is active (skills based), so he will need to get in range and engage his enemy to be most effective. He is the most attacking of the Heavy Fighters and comes with plenty of disruption abilities. He can also use the lightning from his hammer to deal AoE damage and attract magical projectiles away from his allies.

Role: Offensive tank, disruptions. Strong against heavy armour.
Range: Melee, some mid-range abilities


The Shadow Walker is the most group-oriented Stealther across the 3 factions. While its damage output may be lower, it balances this by applying debuffs on enemy targets which increase incoming damage from all other sources. The Shadow Walker will try to apply this debuff to several targets rather than focus on just one.

Role: DPS and debuffing the enemy. Strongest at night time.
Range: Melee


The Child of Loki is all about shifting between beastly transformations to maintain optimal power and effectiveness. His power will fade if he stays in one form for too long. He is very much a close range fighter, good at maintaining range and very survivable on the front lines. He can also provide some group buffs to those in range, tying in with the Viking philosophy of fighting together in close range.

Role: DPS
Range: Melee


The Slaughterwolf adds to the chaos by summoning multiple wolves to fight for him. Each new summon will act as pack leader and the previously summoned will switch task and join in with the new leader. These wolves must remain within medium range to the Slaughterwolf or they will stop following orders and do their own thing. Good positioning and awareness will be required. Wolves begin to lose health when they are summoned, so they will be replenished. The Wolves can gain buffs from the Viking Shapeshifter.

Role: DPS pet class - strongest pets in the game.
Range: Best at mid range, but can perform in Melee range too.


The Skald uses chants as auras to buff and debuff players, while also picking up a weapon and hitting things over the head to contribute damage output. The Skald can stack different chants, and the longer they remain active the more powerful they become. Therefore it is best to maintain multiple chants at the same time rather than just replaying one when needed.

When speed buffs break on damage or ability use, allies gain an increase in physical damage output. This could be used to help out in tight situations, and means that speed isn't just a means of escape for the Vikings, but a means of adding more killing blows!

Role: Provide combat and speed buffs to allies, debuffs to enemies. Moderate DPS.
Range: Melee


The Helbound is a DPS / healer hybrid who prefers to stick to either one task or the other during a fight. The Helbounds ability power will increase in effectiveness over time, but will reset when switching between damage and heals. This will require very good battle awareness and the ability to predict when the tide is turning during a fight. The Helbound supports his group well by either increasing damage taken to enemies or decreasing damage taken by allies.

Role: Optimally, either healing or DPS, but can switch if required.
Range: Melee - mid range


The Viking healer uses two resources to heal his allies - rocks and stones. He throws rocks at group members to offer direct heals or cures, while placing larger stones on the ground to target for AoE heals. Stone placement will be very important, as they emit an aura providing a heal over time to nearby allies - however if the enemy manage to destroy a stone then the healer will take damage. This class will require excellent movement and positioning, and has potentially the strongest AoE heals.

Role: Pure healer
Range: Mid range


The Viking mage is not as focused on all-out attack as its Arthurian counterpart, also assisting with utility, defence and control effects. He is also more optimal at closer ranges and can fight on the front lines. The Wave Weavers top damage potential is reached faster in a fight than the other mages, however it also levels off sooner. This makes for a strong initial burst damage, but over a sustained fight will effectively become weaker. His control and utility make up for this.

Role: Utility and control, with strong DPS. Strongest when near water terrain.
Range: Melee - mid range


The Winter's Shadow has the shortest range compared to the other Archers, but is the most effective kiting class with strong melee and mid range attacks. He can switch weapons quickly during battle, for example from using a bow to carrying a shield thus increasing defence. This is a great skirmish class with high mobility and damage potential.

Role: DPS
Range: Mid range - melee

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!
I am more and more inclined towards this faction. The Viking female concept art looks badass!
Am very very very very interested in the viking skald, and am a little bit torn between that or the pure healer class. Will ask my wife to choose for me I think as she knows best :)
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