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		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16044</id>
		<title>Classes</title>
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		<updated>2021-01-11T17:03:47Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Warhammer Online: Return of Reckoning&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039; has two factions: &#039;&#039;&#039;&amp;lt;big&amp;gt;Order&amp;lt;/big&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;lt;big&amp;gt;Destruction&amp;lt;/big&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Classes Table&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Order&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Destruction&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Archetype&amp;lt;/big&amp;gt;&lt;br /&gt;
![[File:Icon HighElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;High Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Empire.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Empire&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Dwarf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dwarfs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon DarkElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dark Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Chaos.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Chaos&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Greenskin.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Greenskins&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Swordmaster.png|left|32x32px|[[Swordmaster]]]][[Swordmaster]]&lt;br /&gt;
|[[File:Icon Knight-of-the-Blazing-Sun.png|left|32x32px|[[Knight of the Blazing Sun]]]][[Knight of the Blazing Sun]]&lt;br /&gt;
|[[File:Icon Ironbreaker.png|left|32x32px|[[Ironbreaker]]]][[Ironbreaker]]&lt;br /&gt;
|[[File:Icon Blackguard.png|left|32x32px|[[Blackguard]]]][[Blackguard]]&lt;br /&gt;
|[[File:Icon Chosen.png|left|32x32px|[[chosen]]]][[Chosen]]&lt;br /&gt;
|[[File:Icon Black-Orc.png|left|32x32px|[[black orc]]]][[Black Orc]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Melee DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon WhiteLion.png|left|[[White Lion]]]][[White Lion]]&lt;br /&gt;
|[[File:Icon Witch-Hunter.png|left|32x32px|[[Witch Hunter]]]][[Witch Hunter]]&lt;br /&gt;
|[[File:Icon Slayer.png|left|32x32px|[[Slayer]]]][[Slayer]]&lt;br /&gt;
|[[File:Icon Witch-Elf.png|left|32x32px|[[Witch Elf]]]][[Witch Elf]]&lt;br /&gt;
|[[File:Icon Marauder.png|left|32x32px|[[marauder]]]][[Marauder]]&lt;br /&gt;
|[[File:Icon Choppa.png|left|32x32px|[[choppa]]]][[Choppa]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Range DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon ShadowWarrior.png|left|32x32px|[[Shadow Warrior]]]][[Shadow Warrior]]&lt;br /&gt;
|[[File:Icon Bright-Wizard.png|left|32x32px|[[Bright Wizard]]]][[Bright Wizard]]&lt;br /&gt;
|[[File:Icon Engineer.png|left|32x32px|[[Engineer]]]][[Engineer]]&lt;br /&gt;
|[[File:Icon Sorcerer.png|left|32x32px|[[Sorceress]]]][[Sorceress]]&lt;br /&gt;
|[[File:Icon Magus.png|left|32x32px|[[magus]]]][[Magus]]&lt;br /&gt;
|[[File:Icon Squig-Herder.png|left|32x32px|[[Squig Herder]]]][[Squig Herder]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Healer&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Archmage.png|left|[[Archmage]]]][[Archmage]]&lt;br /&gt;
|[[File:Icon Warrior-Priest.png|left|32x32px|[[Warrior Priest]]]][[Warrior Priest]]&lt;br /&gt;
|[[File:Icon Runepriest.png|left|32x32px|[[runepriest]]]][[Runepriest]]&lt;br /&gt;
|[[File:Icon Disciple-of-Khaine.png|left|32x32px|[[discpile of khaine]]]][[Disciple of Khaine]]&lt;br /&gt;
|[[File:Icon Zealot.png|left|32x32px|[[zealot]]]][[Zealot]]&lt;br /&gt;
|[[File:Icon Shaman.png|left|32x32px|[[shaman]]]][[Shaman]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu &amp;lt;big&amp;gt;&#039;&#039;&#039;Original Video About Class Archetypes&#039;&#039;&#039;&amp;lt;/big&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16043</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16043"/>
		<updated>2021-01-11T16:59:45Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Warhammer Online: Return of Reckoning&#039;&#039;&#039;&#039;&#039; has two factions: &#039;&#039;&#039;Order&#039;&#039;&#039; and &#039;&#039;&#039;Destruction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Classes Table&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Order&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Destruction&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Archetype&amp;lt;/big&amp;gt;&lt;br /&gt;
![[File:Icon HighElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;High Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Empire.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Empire&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Dwarf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dwarfs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon DarkElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dark Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Chaos.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Chaos&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Greenskin.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Greenskins&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Swordmaster.png|left|32x32px|[[Swordmaster]]]][[Swordmaster]]&lt;br /&gt;
|[[File:Icon Knight-of-the-Blazing-Sun.png|left|32x32px|[[Knight of the Blazing Sun]]]][[Knight of the Blazing Sun]]&lt;br /&gt;
|[[File:Icon Ironbreaker.png|left|32x32px|[[Ironbreaker]]]][[Ironbreaker]]&lt;br /&gt;
|[[File:Icon Blackguard.png|left|32x32px|[[Blackguard]]]][[Blackguard]]&lt;br /&gt;
|[[File:Icon Chosen.png|left|32x32px|[[chosen]]]][[Chosen]]&lt;br /&gt;
|[[File:Icon Black-Orc.png|left|32x32px|[[black orc]]]][[Black Orc]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Melee DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon WhiteLion.png|left|[[White Lion]]]][[White Lion]]&lt;br /&gt;
|[[File:Icon Witch-Hunter.png|left|32x32px|[[Witch Hunter]]]][[Witch Hunter]]&lt;br /&gt;
|[[File:Icon Slayer.png|left|32x32px|[[Slayer]]]][[Slayer]]&lt;br /&gt;
|[[File:Icon Witch-Elf.png|left|32x32px|[[Witch Elf]]]][[Witch Elf]]&lt;br /&gt;
|[[File:Icon Marauder.png|left|32x32px|[[marauder]]]][[Marauder]]&lt;br /&gt;
|[[File:Icon Choppa.png|left|32x32px|[[choppa]]]][[Choppa]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Range DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon ShadowWarrior.png|left|32x32px|[[Shadow Warrior]]]][[Shadow Warrior]]&lt;br /&gt;
|[[File:Icon Bright-Wizard.png|left|32x32px|[[Bright Wizard]]]][[Bright Wizard]]&lt;br /&gt;
|[[File:Icon Engineer.png|left|32x32px|[[Engineer]]]][[Engineer]]&lt;br /&gt;
|[[File:Icon Sorcerer.png|left|32x32px|[[Sorceress]]]][[Sorceress]]&lt;br /&gt;
|[[File:Icon Magus.png|left|32x32px|[[magus]]]][[Magus]]&lt;br /&gt;
|[[File:Icon Squig-Herder.png|left|32x32px|[[Squig Herder]]]][[Squig Herder]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Healer&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Archmage.png|left|[[Archmage]]]][[Archmage]]&lt;br /&gt;
|[[File:Icon Warrior-Priest.png|left|32x32px|[[Warrior Priest]]]][[Warrior Priest]]&lt;br /&gt;
|[[File:Icon Runepriest.png|left|32x32px|[[runepriest]]]][[Runepriest]]&lt;br /&gt;
|[[File:Icon Disciple-of-Khaine.png|left|32x32px|[[discpile of khaine]]]][[Disciple of Khaine]]&lt;br /&gt;
|[[File:Icon Zealot.png|left|32x32px|[[zealot]]]][[Zealot]]&lt;br /&gt;
|[[File:Icon Shaman.png|left|32x32px|[[shaman]]]][[Shaman]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu Original Video About Class Archetypes]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16042</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16042"/>
		<updated>2021-01-11T16:56:04Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Warhammer Online: Return of Reckoning&#039;&#039;&#039;&#039;&#039; has two factions: &#039;&#039;&#039;Order&#039;&#039;&#039; and &#039;&#039;&#039;Destruction&#039;&#039;&#039;.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Classes Table&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Order&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Destruction&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Archetype&amp;lt;/big&amp;gt;&lt;br /&gt;
![[File:Icon HighElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;High Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Empire.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Empire&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Dwarf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dwarfs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon DarkElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dark Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Chaos.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Chaos&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Greenskin.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Greenskins&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Swordmaster.png|left|32x32px|[[Swordmaster]]]][[Swordmaster]]&lt;br /&gt;
|[[File:Icon Knight-of-the-Blazing-Sun.png|left|32x32px|[[Knight of the Blazing Sun]]]][[Knight of the Blazing Sun]]&lt;br /&gt;
|[[File:Icon Ironbreaker.png|left|32x32px|[[Ironbreaker]]]][[Ironbreaker]]&lt;br /&gt;
|[[File:Icon Blackguard.png|left|32x32px|[[Blackguard]]]][[Blackguard]]&lt;br /&gt;
|[[File:Icon Chosen.png|left|32x32px|[[chosen]]]][[Chosen]]&lt;br /&gt;
|[[File:Icon Black-Orc.png|left|32x32px|[[black orc]]]][[Black Orc]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Melee DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon WhiteLion.png|left|[[White Lion]]]][[White Lion]]&lt;br /&gt;
|[[File:Icon Witch-Hunter.png|left|32x32px|[[Witch Hunter]]]][[Witch Hunter]]&lt;br /&gt;
|[[File:Icon Slayer.png|left|32x32px|[[Slayer]]]][[Slayer]]&lt;br /&gt;
|[[File:Icon Witch-Elf.png|left|32x32px|[[Witch Elf]]]][[Witch Elf]]&lt;br /&gt;
|[[File:Icon Marauder.png|left|32x32px|[[marauder]]]][[Marauder]]&lt;br /&gt;
|[[File:Icon Choppa.png|left|32x32px|[[choppa]]]][[Choppa]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Range DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon ShadowWarrior.png|left|32x32px|[[Shadow Warrior]]]][[Shadow Warrior]]&lt;br /&gt;
|[[File:Icon Bright-Wizard.png|left|32x32px|[[Bright Wizard]]]][[Bright Wizard]]&lt;br /&gt;
|[[File:Icon Engineer.png|left|32x32px|[[Engineer]]]][[Engineer]]&lt;br /&gt;
|[[File:Icon Sorcerer.png|left|32x32px|[[Sorceress]]]][[Sorceress]]&lt;br /&gt;
|[[File:Icon Magus.png|left|32x32px|[[magus]]]][[Magus]]&lt;br /&gt;
|[[File:Icon Squig-Herder.png|left|32x32px|[[Squig Herder]]]][[Squig Herder]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Healer&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Archmage.png|left|[[Archmage]]]][[Archmage]]&lt;br /&gt;
|[[File:Icon Warrior-Priest.png|left|32x32px|[[Warrior Priest]]]][[Warrior Priest]]&lt;br /&gt;
|[[File:Icon Runepriest.png|left|32x32px|[[runepriest]]]][[Runepriest]]&lt;br /&gt;
|[[File:Icon Disciple-of-Khaine.png|left|32x32px|[[discpile of khaine]]]][[Disciple of Khaine]]&lt;br /&gt;
|[[File:Icon Zealot.png|left|32x32px|[[zealot]]]][[Zealot]]&lt;br /&gt;
|[[File:Icon Shaman.png|left|32x32px|[[shaman]]]][[Shaman]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu Original Video About Class Archetypes]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16041</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16041"/>
		<updated>2021-01-11T16:55:04Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Warhammer Online: Return of Reckoning&#039;&#039;&#039;&#039;&#039; has two factions: &#039;&#039;&#039;Order&#039;&#039;&#039; and &#039;&#039;&#039;Destruction&#039;&#039;&#039;.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Classes Table&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Order&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Destruction&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Archetype&amp;lt;/big&amp;gt;&lt;br /&gt;
![[File:Icon HighElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;High Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Empire.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Empire&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Dwarf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dwarfs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon DarkElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dark Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Chaos.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Chaos&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Greenskin.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Greenskins&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Swordmaster.png|left|32x32px|[[Swordmaster]]]][[Swordmaster]]&lt;br /&gt;
|[[File:Icon Knight-of-the-Blazing-Sun.png|left|32x32px|[[Knight of the Blazing Sun]]]][[Knight of the Blazing Sun]]&lt;br /&gt;
|[[File:Icon Ironbreaker.png|left|32x32px|[[Ironbreaker]]]][[Ironbreaker]]&lt;br /&gt;
|[[File:Icon Blackguard.png|left|32x32px|[[Blackguard]]]][[Blackguard]]&lt;br /&gt;
|[[File:Icon Chosen.png|left|32x32px|[[chosen]]]][[Chosen]]&lt;br /&gt;
|[[File:Icon Black-Orc.png|left|32x32px|[[black orc]]]][[Black Orc]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Melee DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon WhiteLion.png|left|[[White Lion]]]][[White Lion]]&lt;br /&gt;
|[[File:Icon Witch-Hunter.png|left|32x32px|[[Witch Hunter]]]][[Witch Hunter]]&lt;br /&gt;
|[[File:Icon Slayer.png|left|32x32px|[[Slayer]]]][[Slayer]]&lt;br /&gt;
|[[File:Icon Witch-Elf.png|left|32x32px|[[Witch Elf]]]][[Witch Elf]]&lt;br /&gt;
|[[File:Icon Marauder.png|left|32x32px|[[marauder]]]][[Marauder]]&lt;br /&gt;
|[[File:Icon Choppa.png|left|32x32px|[[choppa]]]][[Choppa]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Range DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon ShadowWarrior.png|left|32x32px|[[Shadow Warrior]]]][[Shadow Warrior]]&lt;br /&gt;
|[[File:Icon Bright-Wizard.png|left|32x32px|[[Bright Wizard]]]][[Bright Wizard]]&lt;br /&gt;
|[[File:Icon Engineer.png|left|32x32px|[[Engineer]]]][Engineer]]&lt;br /&gt;
|[[File:Icon Sorcerer.png|left|32x32px|[[Sorceress]]]][[Sorceress]]&lt;br /&gt;
|[[File:Icon Magus.png|left|32x32px|[[magus]]]][[Magus]]&lt;br /&gt;
|[[File:Icon Squig-Herder.png|left|32x32px|[[Squig Herder]]]][[Squig Herder]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Healer&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Archmage.png|left|[[Archmage]]]][[Archmage]]&lt;br /&gt;
|[[File:Icon Warrior-Priest.png|left|32x32px|[[Warrior Priest]]]][[Warrior Priest]]&lt;br /&gt;
|[[File:Icon Runepriest.png|left|32x32px|[[runepriest]]]][[Runepriest]]&lt;br /&gt;
|[[File:Icon Disciple-of-Khaine.png|left|32x32px|[[discpile of khaine]]]][[Disciple of Khaine]]&lt;br /&gt;
|[[File:Icon Zealot.png|left|32x32px|[[zealot]]]][[Zealot]]&lt;br /&gt;
|[[File:Icon Shaman.png|left|32x32px|[[shaman]]]][[Shaman]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu Original Video About Class Archetypes]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16040</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16040"/>
		<updated>2021-01-11T16:47:48Z</updated>

		<summary type="html">&lt;p&gt;Xergon: finishing Classes table, icons and links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Warhammer Online: Return of Reckoning&#039;&#039;&#039;&#039;&#039; has two factions: &#039;&#039;&#039;Order&#039;&#039;&#039; and &#039;&#039;&#039;Destruction&#039;&#039;&#039;.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Classes Table&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Order&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Destruction&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Archetype&amp;lt;/big&amp;gt;&lt;br /&gt;
![[File:Icon HighElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;High Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Empire.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Empire&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Dwarf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dwarfs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon DarkElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dark Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Chaos.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Chaos&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Greenskin.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Greenskins&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Swordmaster.png|left|32x32px|[[Swordmaster]]]][[Swordmaster]]&lt;br /&gt;
|[[File:Icon Knight-of-the-Blazing-Sun.png|left|32x32px|[[Knight of the Blazing Sun]]]][[Knight of the Blazing Sun]]&lt;br /&gt;
|[[File:Icon Ironbreaker.png|left|32x32px|[[Ironbreaker]]]][[Ironbreaker]]&lt;br /&gt;
|[[File:Icon Blackguard.png|left|32x32px|[[Blackguard]]]][[Blackguard]]&lt;br /&gt;
|[[File:Icon Chosen.png|left|32x32px|[[chosen]]]][[Chosen]]&lt;br /&gt;
|[[File:Icon Black-Orc.png|left|32x32px|[[black orc]]]][[Black Orc]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Melee DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon WhiteLion.png|left|[[White Lion]]]][[White Lion]]&lt;br /&gt;
|[[File:Icon Witch-Hunter.png|left|32x32px|[[Witch Hunter]]]][[Witch Hunter]]&lt;br /&gt;
|[[File:Icon Slayer.png|left|32x32px|[[Slayer]]]][[Slayer]]&lt;br /&gt;
|[[File:Icon Witch-Elf.png|left|32x32px|[[Witch Elf]]]][[Witch Elf]]&lt;br /&gt;
|[[File:Icon Marauder.png|left|32x32px|[[marauder]]]][[Marauder]]&lt;br /&gt;
|[[File:Icon Choppa.png|left|32x32px|[[choppa]]]][[Choppa]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Range DPS&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon ShadowWarrior.png|left|32x32px|[[Shadow Warrior]]]][[Shadow Warrior]]&lt;br /&gt;
|[[File:Icon Bright-Wizard.png|left|32x32px|[[Bright Wizard]]]][[Bright Wizard]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|[[File:Icon Sorcerer.png|left|32x32px|[[Sorceress]]]][[Sorceress]]&lt;br /&gt;
|[[File:Icon Magus.png|left|32x32px|[[magus]]]][[Magus]]&lt;br /&gt;
|[[File:Icon Squig-Herder.png|left|32x32px|[[Squig Herder]]]][[Squig Herder]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Healer&#039;&#039;&#039;&lt;br /&gt;
|[[File:Icon Archmage.png|left|[[Archmage]]]][[Archmage]]&lt;br /&gt;
|[[File:Icon Warrior-Priest.png|left|32x32px|[[Warrior Priest]]]][[Warrior Priest]]&lt;br /&gt;
|[[File:Icon Runepriest.png|left|32x32px|[[runepriest]]]][[Runepriest]]&lt;br /&gt;
|[[File:Icon Disciple-of-Khaine.png|left|32x32px|[[discpile of khaine]]]][[Disciple of Khaine]]&lt;br /&gt;
|[[File:Icon Zealot.png|left|32x32px|[[zealot]]]][[Zealot]]&lt;br /&gt;
|[[File:Icon Shaman.png|left|32x32px|[[shaman]]]][[Shaman]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu Original Video About Class Archetypes]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Shaman.png&amp;diff=16039</id>
		<title>File:Icon Shaman.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Shaman.png&amp;diff=16039"/>
		<updated>2021-01-11T16:46:14Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shaman icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Squig-Herder.png&amp;diff=16038</id>
		<title>File:Icon Squig-Herder.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Squig-Herder.png&amp;diff=16038"/>
		<updated>2021-01-11T16:45:32Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Squig Herder icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Choppa.png&amp;diff=16037</id>
		<title>File:Icon Choppa.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Choppa.png&amp;diff=16037"/>
		<updated>2021-01-11T16:44:47Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Choppa icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Black-Orc.png&amp;diff=16036</id>
		<title>File:Icon Black-Orc.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Black-Orc.png&amp;diff=16036"/>
		<updated>2021-01-11T16:43:45Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Black Orc icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Zealot.png&amp;diff=16035</id>
		<title>File:Icon Zealot.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Zealot.png&amp;diff=16035"/>
		<updated>2021-01-11T16:42:45Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zealot icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Magus.png&amp;diff=16034</id>
		<title>File:Icon Magus.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Magus.png&amp;diff=16034"/>
		<updated>2021-01-11T16:41:57Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magus icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Marauder.png&amp;diff=16033</id>
		<title>File:Icon Marauder.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Marauder.png&amp;diff=16033"/>
		<updated>2021-01-11T16:40:46Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marauder icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Chosen.png&amp;diff=16032</id>
		<title>File:Icon Chosen.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Chosen.png&amp;diff=16032"/>
		<updated>2021-01-11T16:39:55Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chosen icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Disciple-of-Khaine.png&amp;diff=16031</id>
		<title>File:Icon Disciple-of-Khaine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Disciple-of-Khaine.png&amp;diff=16031"/>
		<updated>2021-01-11T16:38:57Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disciple of Khaine icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Sorcerer.png&amp;diff=16030</id>
		<title>File:Icon Sorcerer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Sorcerer.png&amp;diff=16030"/>
		<updated>2021-01-11T16:37:47Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorceress icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Witch-Elf.png&amp;diff=16029</id>
		<title>File:Icon Witch-Elf.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Witch-Elf.png&amp;diff=16029"/>
		<updated>2021-01-11T16:36:17Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Witch Elf icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Blackguard.png&amp;diff=16028</id>
		<title>File:Icon Blackguard.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Blackguard.png&amp;diff=16028"/>
		<updated>2021-01-11T16:35:19Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blackguard icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Runepriest.png&amp;diff=16027</id>
		<title>File:Icon Runepriest.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Runepriest.png&amp;diff=16027"/>
		<updated>2021-01-11T16:34:24Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Runepriest icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Engineer.png&amp;diff=16026</id>
		<title>File:Icon Engineer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Engineer.png&amp;diff=16026"/>
		<updated>2021-01-11T16:24:38Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engineer icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Slayer.png&amp;diff=16025</id>
		<title>File:Icon Slayer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Slayer.png&amp;diff=16025"/>
		<updated>2021-01-11T16:23:21Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Slayer icon for the Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Ironbreaker.png&amp;diff=16024</id>
		<title>File:Icon Ironbreaker.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Ironbreaker.png&amp;diff=16024"/>
		<updated>2021-01-11T16:14:12Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ironbreaker icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Warrior-Priest.png&amp;diff=16023</id>
		<title>File:Icon Warrior-Priest.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Warrior-Priest.png&amp;diff=16023"/>
		<updated>2021-01-11T16:06:19Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warrior Priest icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Bright-Wizard.png&amp;diff=16022</id>
		<title>File:Icon Bright-Wizard.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Bright-Wizard.png&amp;diff=16022"/>
		<updated>2021-01-11T15:31:43Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bright Wizard icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Witch-Hunter.png&amp;diff=16021</id>
		<title>File:Icon Witch-Hunter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Witch-Hunter.png&amp;diff=16021"/>
		<updated>2021-01-11T15:30:35Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Witch Hunter icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Knight-of-the-Blazing-Sun.png&amp;diff=16020</id>
		<title>File:Icon Knight-of-the-Blazing-Sun.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Knight-of-the-Blazing-Sun.png&amp;diff=16020"/>
		<updated>2021-01-11T15:29:52Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Knight of the Blazing Sun icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16019</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16019"/>
		<updated>2021-01-11T15:26:17Z</updated>

		<summary type="html">&lt;p&gt;Xergon: added classs table with icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Warhammer Online: Return of Reckoning&#039;&#039;&#039;&#039;&#039; has two factions: &#039;&#039;&#039;Order&#039;&#039;&#039; and &#039;&#039;&#039;Destruction&#039;&#039;&#039;.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Classes Table&amp;lt;/u&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Order&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Destruction&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Archetype&amp;lt;/big&amp;gt;&lt;br /&gt;
![[File:Icon HighElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;High Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Empire.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Empire&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Dwarf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dwarfs&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon DarkElf.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Dark Elves&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Chaos.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Chaos&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
![[File:Icon Greenskin.png|center|32x32px]]&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Greenskins&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Tank&lt;br /&gt;
|[[File:Icon Swordmaster.png|left|32x32px]]Swordmaster&lt;br /&gt;
|Knight of the Blazing Sun&lt;br /&gt;
|Ironbreaker&lt;br /&gt;
|Blackguard&lt;br /&gt;
|Chosen&lt;br /&gt;
|Black Orc&lt;br /&gt;
|-&lt;br /&gt;
|Melee DPS&lt;br /&gt;
|[[File:Icon WhiteLion.png|left]]White Lion&lt;br /&gt;
|Witch Hunter&lt;br /&gt;
|Slayer&lt;br /&gt;
|Witch Elf&lt;br /&gt;
|Marauder&lt;br /&gt;
|Choppa&lt;br /&gt;
|-&lt;br /&gt;
|Range DPS&lt;br /&gt;
|[[File:Icon ShadowWarrior.png|left|32x32px]]Shadow Warrior&lt;br /&gt;
|Bright Wizard&lt;br /&gt;
|Engineer&lt;br /&gt;
|Sorceress&lt;br /&gt;
|Magus&lt;br /&gt;
|Squig Herder&lt;br /&gt;
|-&lt;br /&gt;
|Healer&lt;br /&gt;
|[[File:Icon Archmage.png|left]]Archmage&lt;br /&gt;
|Warrior Priest&lt;br /&gt;
|Runepriest&lt;br /&gt;
|Disciple of Khaine&lt;br /&gt;
|Zealot&lt;br /&gt;
|Shaman&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu Original Video About Class Archetypes]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_ShadowWarrior.png&amp;diff=16018</id>
		<title>File:Icon ShadowWarrior.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_ShadowWarrior.png&amp;diff=16018"/>
		<updated>2021-01-11T15:25:39Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shadow Warrior icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_WhiteLion.png&amp;diff=16017</id>
		<title>File:Icon WhiteLion.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_WhiteLion.png&amp;diff=16017"/>
		<updated>2021-01-11T15:21:18Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;White Lion icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Swordmaster.png&amp;diff=16016</id>
		<title>File:Icon Swordmaster.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Swordmaster.png&amp;diff=16016"/>
		<updated>2021-01-11T15:20:29Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
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&lt;div&gt;Swordmaster icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Greenskin.png&amp;diff=16015</id>
		<title>File:Icon Greenskin.png</title>
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		<updated>2021-01-11T15:18:30Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greenskins icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Chaos.png&amp;diff=16014</id>
		<title>File:Icon Chaos.png</title>
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		<updated>2021-01-11T15:17:50Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chaos icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_DarkElf.png&amp;diff=16013</id>
		<title>File:Icon DarkElf.png</title>
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		<updated>2021-01-11T15:16:58Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Elf icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Dwarf.png&amp;diff=16012</id>
		<title>File:Icon Dwarf.png</title>
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		<updated>2021-01-11T15:15:35Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Empire.png&amp;diff=16011</id>
		<title>File:Icon Empire.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Icon_Empire.png&amp;diff=16011"/>
		<updated>2021-01-11T15:14:50Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
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&lt;div&gt;Empire icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_HighElf.png&amp;diff=16010</id>
		<title>File:Icon HighElf.png</title>
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		<updated>2021-01-11T15:13:22Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;High Elves icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Icon_Archmage.png&amp;diff=16009</id>
		<title>File:Icon Archmage.png</title>
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		<updated>2021-01-11T15:09:56Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Archamage Icon for Classes table&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=16008</id>
		<title>Classes</title>
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		<updated>2021-01-11T14:27:11Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Warhammer Online: Return of Reckoning&#039;&#039;&#039;&#039;&#039; has two factions: &#039;&#039;&#039;Order&#039;&#039;&#039; and &#039;&#039;&#039;Destruction&#039;&#039;&#039;.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu Original Video About Class Archetypes]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15818</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Classes&amp;diff=15818"/>
		<updated>2021-01-04T11:40:51Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warhammer Online: Return of Reckoning has two factions: Order and Destruction.&lt;br /&gt;
Each faction contains three separate armies, each of which is further broken down into four career choices. Each of the careers (classes) in Warhammer Online conform to an archetype role. For example, the Warrior Priest is an archetypal support or healer career, though he also has many melee DPS (damaging) elements. In this way, the careers are given variety and avoid being simple reiterations of common archetypes. The initial character creation process allows players to select the race, career, and basic look of their character, including facial features and accessories. In addition to the original name that the player chooses for their character at creation, the player has the option to add a surname to their character for a small fee at rank 20. Dye is available at NPC vendors for recoloring armor and accessories. Players are able to decorate themselves with trophies, such as the heads of fallen enemies, which are equipped and displayed at various points on the character model.&lt;br /&gt;
&lt;br /&gt;
[https://www.dailymotion.com/video/x58epu Original Video About Class Archetypes]&lt;br /&gt;
&lt;br /&gt;
= Destruction =&lt;br /&gt;
== Greenskins ==&lt;br /&gt;
[[File:Greenskins.jpg|500x500px|right]]So named because of the color of their waxy skin, the greenskins are savagery personified. They are ill-tempered, primitive, and live only to fight. In the absence of another foe, greenskins will eventually turn on one another for want of violence. In their culture, might makes right and the weakest members of society are one false step away from being dinner.&lt;br /&gt;
&lt;br /&gt;
The greenskins have no homeland to speak of. They capture other races&#039; settlements and then make those places their own, decorating them with tribal graffiti, wood, and scrap materials fashioned into crude symbols, and oftentimes, the bones of those they have slain. This leads to a very unique form of architecture that is distinctively ramshackle.&lt;br /&gt;
&lt;br /&gt;
Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a &amp;quot;Waaagh!&amp;quot;, named for the common greenskin battle-cry. In a Waaagh!, the greenskins unite into a stampede of frenzied Orcs, Goblins and Snotlings bent on destroying everything they encounter. Save for pure Chaos itself, there is no force in the Warhammer world as devastating as a Waaagh! set in motion.&lt;br /&gt;
&lt;br /&gt;
At the onset of the new Age, the greenskins have been united by the Black Orc Warlord Grumlok and his diminutive counterpart, the Goblin Shaman Gazbag. Together, they have led their tribe, the Bloody Sun Boyz, to dominance. Now, they wage war upon the Dwarfs, guided by an unseen hand.&lt;br /&gt;
&lt;br /&gt;
=== Orcs ===&lt;br /&gt;
&lt;br /&gt;
Orcs are the largest of the greenskin species. They are bigger, more aggressive, and more muscular than their smaller cousins, the Goblins, Hobgoblins, and tiny Snotlings. Orcs continue to grow throughout their lives and their skin darkens with age. The strongest and most powerful Orcs grow to become Black Orcs, marked by their increased size and darker skin.&lt;br /&gt;
&lt;br /&gt;
Orcs are not bright by any means, but they do possess an animalistic awareness of social structure. They are bullies who impose their will on anyone they think is weaker than they. There is nothing an Orc loves more than to fight. If they lack other opponents, they will fight amongst themselves. Such battles are always bloody affairs, for Orcs are fearsome foes, even when wounded. They feel no pain and fear nothing.&lt;br /&gt;
&lt;br /&gt;
An especially powerful Orc will rise to the top of his tribe by way of ruthless savagery and victory in personal combat. If he is able to defeat the current Warboss, he will assume that position. If he is especially strong-willed, the new Warboss may be able to lead the entire tribe into Waaagh! while still fending off challenges to his leadership from within.&lt;br /&gt;
&lt;br /&gt;
Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as &amp;quot;choppas&amp;quot;, &amp;quot;bashas&amp;quot; and &amp;quot;smashas&amp;quot;, and they wield them with brutal strength.&lt;br /&gt;
&lt;br /&gt;
=== Goblins ===&lt;br /&gt;
&lt;br /&gt;
Goblins are considerably smaller than Orcs, but they compensate for this disadvantage with a feral cunning that their larger brethren lack. Goblins are constantly bullied and intimidated by the Orcs and this has caused them to evolve into sneaky and insidious creatures whose comical appearance belies their malicious intelligence. In many ways Goblins are the brains behind greenskin tribal society. Goblins frequently are the Shamans of their tribes and are often clever enough to use the leverage associated with this position to manipulate the larger but slower Orcs into doing their bidding.&lt;br /&gt;
&lt;br /&gt;
Goblins are also the most adept of the greenskin races at using technology. Goblins build objects of simple, but effective design. As with all greenskin construction, machines and siege engines cobbled together by Goblins have a very primitive look, but a five-hundred-pound rock hurts just as much when its hurled through the air by a crudely-fashioned greenskin Rock Lobber as an ornate Dwarf Grudge Thrower.&lt;br /&gt;
&lt;br /&gt;
=== Greenskins Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Orc Original.png]]&lt;br /&gt;
|[[File:Choppa Original.png]]&lt;br /&gt;
|[[File:Shaman Original.png]]&lt;br /&gt;
|[[File:Squig Herder Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Orc]]&lt;br /&gt;
|[[Choppa]]&lt;br /&gt;
|[[Shaman]]&lt;br /&gt;
|[[Squig Herder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chaos ==&lt;br /&gt;
[[File:Chaos Banner.jpg|right|500x500px]]&lt;br /&gt;
In the icy wastes north of Kislev dwell nomadic tribes of barbarians known throughout the Empire as the Northmen. Sometimes a powerful leader will arise among these savage humans, uniting the tribes into a great warhost that marches south toward Kislev and the Empire. At such times as this, the Northmen seek only bloodshed and conquest, for they are willing servants of the inscrutable Chaos gods.&lt;br /&gt;
&lt;br /&gt;
The gods of Chaos are much more active in the lives of their worshipers than are the gods of other cultures. They reward their followers immediately when they are pleased, but are no less swift when demonstrating their displeasure with a devotee. A Chaos god can often show his favor by way of &amp;quot;marking&amp;quot; an individual with his symbol. This symbol bestows powers commensurate with the sphere of influence that the god controls. Further gifts and mutations are often bestowed if the god continues to be pleased with the works of his subject.&lt;br /&gt;
&lt;br /&gt;
The most powerful and favored warriors among these human worshipers of Chaos are called Champions, and are exceptionally powerful in battle. Among them, strength is authority, and so these Champions are also the leaders among their people. Such creatures are so potent and so mutated they can scarcely be called human any longer. They tend to wield massive weapons that a normal man would struggle to lift, and are clad in Chaos Armor that is bound to their skin. These Champions of Chaos are among the most powerful and terrifying adversaries in all the world.&lt;br /&gt;
&lt;br /&gt;
The Northmen that accompany their Champions into battle are called Marauders and often fight beside inhuman creatures such as the fearsome Beastmen. Sometimes they will even share the battlefield with creatures borne of pure Chaos energy: Daemons.&lt;br /&gt;
&lt;br /&gt;
The Age of Reckoning is ushered in as a Warhost of the god Tzeentch, the Changer of Ways, marches on the Empire. Leading this terrifying army of evil is a powerful Champion named Tcharzanek.&lt;br /&gt;
&lt;br /&gt;
=== The Raven Host ===&lt;br /&gt;
&lt;br /&gt;
In the lands of the far north, where tribes of savage barbarians worship the abhorrent gods of Chaos, a new champion has risen. His name is heard on the howling of the icy winds and the shrill cries of ravens. It is proclaimed in peals of thunder and whispered in the nightmares of men. He is Tcharzanek, Chosen of Tzeentch, and he will shake the very foundations of the Old World.&lt;br /&gt;
&lt;br /&gt;
His warhost is vast, and counted among its numbers are hundreds of tribes that he has conquered. They are joined by the supernatural servants of Chaos, such as the dreaded Firewyrms, and daemons, such as the ever-changing Horrors of Tzeentch. Many are the servants of the Champion, but among them all, the Raven Host is exalted. They are the deadliest, most potent and most ruthless of his warriors, fated to stand at the side of their dark master in the hour of his final victory over the Empire.&lt;br /&gt;
&lt;br /&gt;
To be a member of the Raven Host is to commune with the essence of Tzeentch itself. Those who accept the gifts of The Changer of Ways are blessed with unimaginable power, and are forever changed. In the eyes of the Northmen, there is no greater honor, and each desires above all to prove his worth to the dark Champion and his Raven god.&lt;br /&gt;
&lt;br /&gt;
It is to these most trusted warriors that the Champion will turn when the time comes to reveal the true nature of his attack upon the Empire.&lt;br /&gt;
&lt;br /&gt;
=== Chaos Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Chosen Original.png]]&lt;br /&gt;
|[[File:Marauder Original.png]]&lt;br /&gt;
|[[File:Zealot Original.png]]&lt;br /&gt;
|[[File:Magus Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Chosen]]&lt;br /&gt;
|[[Marauder]]&lt;br /&gt;
|[[Zealot]]&lt;br /&gt;
|[[Magus]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dark Elves ==&lt;br /&gt;
[[File:Header darkelf.jpg|right|500x500px]]&lt;br /&gt;
Long ago, when Chaos was first unleashed upon the world, the Elven champion Aenarion drew the dread Sword of Khaine from its altar and used its terrible power to save his people from annihilation. When Aenarion died, his son Malekith was deemed unsuitable for the throne. Although he was a mighty warrior, a great sorcerer , a brilliant general and the rightful heir, many Elves opposed his coronation. They feared he was too focused on war, and potentially a de-stabilizing influence on the High Elf race. In retaliation, over many years Malekith engineered a terrible civil war that divided the race of Elves into two factions.&lt;br /&gt;
&lt;br /&gt;
It was the High Elves who emerged victorious and drove the evil Dark Elves out from the ancestral home of their race. Under the leadership of Malekith the Witch King and his Sorceress mother Morathi, the Dark Elves sailed across the Great Western Ocean and founded for themselves a new kingdom in the northern reaches of the New World. This land they called Naggaroth, meaning &#039;land of chill&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the High Elves, who continually seek to suppress their passions lest they be overcome by them, the Dark Elves willingly embrace their hedonistic nature. Dark Elf society emphasizes individualism, selfishness, and pride. They have little regard for one another and even less for the other races of the world, whom they see as potential slaves and subjects.&lt;br /&gt;
&lt;br /&gt;
In battle, the ruthless warriors of Naggaorth blend Elven discipline with savagery and ferocity, for the patron deity of the Dark Elves is Kaela Mensha Khaine, the bloody-handed God and the Lord of Murder. Nowhere is this more evident than in the beautiful and deadly Witch Elves, who serve in the Temples of Khaine and revel in violence and bloodshed.&lt;br /&gt;
&lt;br /&gt;
Since their expulsion from Ulthuan, the Dark Elves have desired nothing more than to return to Ulthuan and avenge their defeat, reclaiming the land they believe to be theirs by right. In the Age of Reckoning, Malekith learns of an impending Chaos invasion of the Empire and uses this knowledge to set in motion a chain of events that will leave the island home of the Elves defenseless against an invasion. At the Witch King&#039;s command, a great fleet of Black Arks – great floating islands laden with soldiers, monsters, and engines of war – sets sail across the sea to conquer the island kingdom of Ulthuan and fulfill the destiny denied the Druchii so long ago.&lt;br /&gt;
&lt;br /&gt;
=== House Uthorin ===&lt;br /&gt;
&lt;br /&gt;
Of all the noble houses of the Dark Elves, few can boast the power and influence of House Uthorin. As patriarch and ruler of the house, Lord Uthorin is a master of intrigue and politics. Rumor holds that his eye is fixed firmly upon the Witch King&#039;s throne; if that is his ambition, he has wisely kept it hidden, preferring to play the role of loyal advisor.&lt;br /&gt;
&lt;br /&gt;
Through cunning and treachery, Lord Uthorin&#039;s eldest son, Kaloth Coldshadow, earned for his House the privilege of drawing first blood when the Dark Elves attack Ulthuan. Along with every warrior of the House, the Black Ark Nemesis conveys Beastmasters and their fearsome creatures of war, fanatical devotees of the Temple of Khaine, and powerful masters of Dark Magic across the sea. The full might of his armies now gathered, Lord Uthorin chooses to strike first at the Blighted Isle, near the Altar of Khaine.&lt;br /&gt;
&lt;br /&gt;
The Witch King has plans of his own, however. Well aware of Lord Uthorin&#039;s desire to rule the Dark Elves, Malekith commands Lady Arkaneth, Uthorin&#039;s most powerful rival, to land her invasion force on the Blighted Isle as well. The cold and calculating Witch King has pit two of his most powerful rivals against one other, so that both will be weakened by the conflict and post less of a threat to him.&lt;br /&gt;
&lt;br /&gt;
Lord Uthorin will need every measure of cunning and skill that he possesses to outmaneuver Lady Arkaneth, the Witch King and the High Elves all at once. If he should succeed, the reward for those loyal to his House will be almost beyond measure.&lt;br /&gt;
&lt;br /&gt;
=== Dark Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Black Guard Original.png]]&lt;br /&gt;
|[[File:Witch Elf Original.png]]&lt;br /&gt;
|[[File:Disciple of Khaine Original.png]]&lt;br /&gt;
|[[File:Sorceress Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Black Guard]]&lt;br /&gt;
|[[Witch Elf]]&lt;br /&gt;
|[[Disciple of Khaine]]&lt;br /&gt;
|[[Sorceress]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Order =&lt;br /&gt;
==Dwarfs ==&lt;br /&gt;
[[File:Dwarfs Main.jpg|right|500x500px]]&lt;br /&gt;
The Dwarfs are an ancient and industrious race that is long past its prime. Their once-great empire of Karak Ankor now lies in ruins and many of the Dwarfs mighty mountain holds have been abandoned or conquered by Orcs and Goblins, with whom the Dwarfs have warred for centuries. It is not uncommon to hear a Dwarf wistfully recall the great glories of the past, observing bitterly that nothing the Dwarfs do in this day and age can compare to the majesty of what once was.&lt;br /&gt;
An enormously proud people, the Dwarfs are quick to react to any slight, real or imagined, and remember any such infraction for years, even passing on the responsibility of vengeance to their heirs through their Books of Grudges. It is perhaps because of their obstinate pride that the Dwarfs refuse to openly admit that their culture is slowly creeping towards its nadir. Inwardly, however, they know that they are a doomed race. This gives them a uniquely dour outlook upon the world and perhaps explains their great fondness for drowning their sorrows in tankard after tankard of ale.&lt;br /&gt;
In fact, the only thing that the Dwarfs love more than a good mug of ale is gold. A Dwarf in the throes of goldlust is a thing to behold. The races legendary drive and stamina is brought into sharp relief when they are presented with the opportunity to acquire gold. As miners and experts on ore and metals, the Dwarfs are without peer. Items of Dwarven craftsmanship and engineering are the most valuable in all the world, revered even by the Elves.&lt;br /&gt;
The fates of the Dwarfs and men of the Empire are inextricably intertwined. Ever since the day Sigmar united the tribes of men in the defense of the Dwarfs at the Battle of Black Fire Pass, the stout warrior-folk have honored their oath to come to the aid of men in times of need. With the fate of the Empire now hanging in the balance, it seems that this old debt may soon come to call.&lt;br /&gt;
&lt;br /&gt;
=== The Oathbearers ===&lt;br /&gt;
&lt;br /&gt;
News of the fall of Karak Eight Peaks dealt a grievous blow to the pride of the Dwarfs. Thorgrim Grudgebearer, High King of the Dwarfs, faced not only a large enemy army preparing to march on his capital, but also a crisis of morale. Being a wise Dwarf, he knew that in order to withstand the coming attack, his subjects would need the proper motivation.&lt;br /&gt;
The High King went before all the gathered Dwarfs of Karaz-a-Karak and made a grand proclamation. The finest Runesmiths and Forgemasters in all the Worlds Edge Mountains would be gathered together to craft weapons of power rivaling those made by the ancestor smiths of old. The High King named these weapons Doomstrikers, for they would be the doom of the greenskins.&lt;br /&gt;
To ensure the quality of these mighty weapons, only the finest ores, gold and gems would be used in their making. To gather these precious resources, the Dwarfs would have to travel to some of the most dangerous places in the Old World. Only Dwarfs of exceptional skill and courage were fit for such a task, and so the High King decreed the founding of a new regiment, which he called the Oathbearers.&lt;br /&gt;
Such was the importance of their task, any Dwarf wishing to join the Oathbearers would be required to swear an oath to the High King himself. When the ranks of the new regiment were filled, the High King ordered his Oathbearers to venture out into the Old World and gather whatever materials the Forgemasters required.&lt;br /&gt;
As a reward for their bravery and dedication, the High King promised that when the Doomstrikers were finished, it would be the Oathbearers who carried them into battle at the head of the Dwarf army.&lt;br /&gt;
&lt;br /&gt;
=== Dwarfs Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Ironbreaker Original.png]]&lt;br /&gt;
|[[File:Slayer Original.png]]&lt;br /&gt;
|[[File:Runepriest Original.png]]&lt;br /&gt;
|[[File:Engineer Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ironbreaker]]&lt;br /&gt;
|[[Slayer]]&lt;br /&gt;
|[[Runepriest]]&lt;br /&gt;
|[[Engineer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Empire ==&lt;br /&gt;
[[File:Empire Main.jpg|right|500x500px]]&lt;br /&gt;
The greatest nation of men in the Old World, the Empire is composed of the human descendants of Sigmar, who united the tribes of men at the Battle of Black Fire Pass. Sigmar was deified after the battle and his promise of eternal aid to the kingdom of Dwarfs still stands today. This action solidified the relationship between men and Dwarfs and planted the seeds for the burgeoning Empire through trade. Today, the Empire is led by Emperor Karl Franz, who rules from his seat in the city-state of Altdorf.&lt;br /&gt;
The life of a citizen of the Empire is a perilous one, for there are foes within every shadow and enemies around every corner. Secret cults abound, or at the very least, there are rumors of them running rampant. No one is certain who is trustworthy, and fear and paranoia are omnipresent in the isolated settlements that dot the Empires provinces.&lt;br /&gt;
As the Empire rots from within, it is constantly under assault from without. Chaos Marauders from the north frequently mount massive campaigns into the Empire, pillaging and destroying all that they can. In the Age of Reckoning, such a warhost has attacked the Empires northern borders under the leadership of a powerful Champion. The timing of the invasion is particularly ill-fortuned, for the Empire is being ravaged by a mysterious plague that is transforming the populace into murderous fiends.&lt;br /&gt;
Faced with such desperate circumstances, Emperor Karl Franz has been forced to call upon the Dwarfs and High Elves for aid, lest his lands be transformed forever into a nightmarish domain of Chaos.&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Griffon ===&lt;br /&gt;
&lt;br /&gt;
In the Age of Reckoning, the Empire is ravaged by a strange and terrible plague that transforms its victims into savage murderers. Soon after the appearance of this vile disease, a great Chaos warhost assaults the weakened Empire from the north, crushing what little resistance remains in the plague-wracked villages of Nordland.&lt;br /&gt;
In the face of these dangers, many of the Empires citizens have given in to fear and panic. Some have abandoned their homes to settle elsewhere, believing the battle to be a lost cause. Others have embraced the powers of darkness, thinking it best to side with foes that cannot possibly be defeated by force of arms. Too few have found the courage to stand and fight, and even with the help of the Dwarfs and High Elves, the greatest nation of men in the Old World is perilously close to destruction.&lt;br /&gt;
Seeking a solution to the many difficulties arrayed before him, the Emperor summons forth the Grand Theogonist of the Cult of Sigmar, the Supreme Patriarch of the Colleges of Magic, and the Grand Master of the Reiksguard. Together with these advisors, Karl Franz devises the Order of the Griffon, a military force made up of highly skilled soldiers, Wizards and devotees of Sigmars cult who will be charged with facing the gravest threats from within and without.&lt;br /&gt;
Receiving their orders directly from the Emperor, the leaders of this new regiment will act as an extension of his will and authority, free to take any action necessary to protect the Empire from threats of any kind. Also, the regiment will serve as a proud example of the glory of the Empire and its ruler, meting out swift justice to those who would betray their countrymen or abandon their duties in these desperate and dangerous times.&lt;br /&gt;
&lt;br /&gt;
=== Empire Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Knight of The Blazing Sun Original.png]]&lt;br /&gt;
|[[File:Witch Hunter Original.png]]&lt;br /&gt;
|[[File:Warrior Priest Original.png]]&lt;br /&gt;
|[[File:Britght Wizard Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knight of the Blazing Sun]]&lt;br /&gt;
|[[Witch Hunter]]&lt;br /&gt;
|[[Warrior Priest]]&lt;br /&gt;
|[[Bright Wizard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== High Elves ==&lt;br /&gt;
[[File:Header highelf.jpg|right|500x500px]]&lt;br /&gt;
The High Elves are an ancient people with a history that spans millennia. While the ancestors of man were little more than cave-dwelling primitives, the Elves built magnificent cities of glittering silver and white marble on their island home of Ulthuan. Elven scholars and explorers were the first to chart the stars and sail the world&#039;s oceans. The Elves were also the first race to mount an organized defense against the invading hordes of Chaos, beginning a war that continues to the present day&lt;br /&gt;
&lt;br /&gt;
Early in their struggles against the Ruinous Powers, the Elves discovered that negative emotions such as fear, rage, jealousy and greed serve to fuel and strengthen the power of Chaos. Since that time, the High Elves have struggled to keep their intense passions tightly under control. Though intelligent and enlightened, all Elves have the capacity for savage violence.. In order to suppress this dangerous and unpredictable aspect of their psyche, the lords of Ulthuan continually strive to eliminate all extremes of emotion; in High Elf society, to surrender to anger or lust is to show weakness. As a result, the High Elves live by a strict regimen of rules and codes and embrace a way of life that emphasizes harmony, balance and inner peace.&lt;br /&gt;
&lt;br /&gt;
Magic is the lifeblood of the High Elves. With millennia to hone their skills, it is little wonder that the Mages of Ulthuan are among the most powerful practitioners of magic in the world. Their thoughtful, meticulous approach to the study of combat, coupled with their patience and mental discipline makes the High Elves deadly fighters, as well. On the battlefield, High Elf swordsmen are graceful, lithe, and lethal when they detect a weakness in their adversaries.&lt;br /&gt;
&lt;br /&gt;
The High Elves will need all of their wisdom and skill if they are to survive the Age of Reckoning. When Finubar, Phoenix King and ruler of Ulthuan, gathers his finest warriors and sets sail for the Old World to aid the beleaguered Empire, he is unaware that he and his allies are pawns in an elaborate plot designed to leave Ulthuan vulnerable to an invasion. As Finubar&#039;s fleet of longships pass beyond the horizon, vast shadows fall across the island of Ulthuan. The skies are darkened by a great swarm of Black Arks laden with hateful Dark Elf warriors seeking to reclaim their ancestral home and destroy forever their despised cousins, the High Elves.&lt;br /&gt;
&lt;br /&gt;
=== The Shining Guard ===&lt;br /&gt;
&lt;br /&gt;
The Shining Guard is the elite band of warriors charged with the defense of Ulthuan when the Phoenix King takes the armies of the High Elves west to aid the Empire. Led by the renowned warrior Prince Tyrion, the Guard is a small but highly skillful fighting force. Prince Tyrion personally selects the High Elves who are elevated to the ranks of the Shining Guard from among the best and bravest of the citizen militia. These prestigious warriors stand as an example of the highest honor that a High Elf in the militia can hope to achieve.&lt;br /&gt;
&lt;br /&gt;
When word reaches Prince Tyrion that a great Dark Elf invasion fleet is on its way to Ulthuan, he leads the Shining Guard north to the Blighted Isle, guessing that the enemy fleet will attempt its first landing there. Sure enough, the leading Black Ark of the fleet makes landfall on the northern coast of the Isle, and the Shining Guard meet the invaders head-on.&lt;br /&gt;
&lt;br /&gt;
The noble warriors of the Shining Guard do not lack for courage or prowess on the field of battle, but the scale of the dark Elves&#039; invasion is massive. The situation seems hopeless, until word reaches Prince Tyrion that the Phoenix King is returning to Ulthuan with several legions of warriors. Now, the Guard must fight to stall the invaders and buy time for reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
Prince Tyrion knows that his casualties will be heavy, and his heart mourns for the brave soldiers that he will lose. For those who choose to fight in the face of such peril, however, there is great honor to be earned. Should the Shining Guard prevail and drive the vile Dark Elves from their home, they will be immortalized in songs and tales for centuries to come.&lt;br /&gt;
&lt;br /&gt;
=== High Elves Career Options ===&lt;br /&gt;
{| style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|[[File:Swordmaster Original.png]]&lt;br /&gt;
|[[File:White Lion Original.png]]&lt;br /&gt;
|[[File:Archmage Original.png]]&lt;br /&gt;
|[[File:Shadow Warrior Original.png]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]&lt;br /&gt;
|[[White Lion]]&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|[[Shadow Warrior]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Morale_Pumps_%26_Morale_Drains&amp;diff=15817</id>
		<title>Morale Pumps &amp; Morale Drains</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Morale_Pumps_%26_Morale_Drains&amp;diff=15817"/>
		<updated>2021-01-04T11:16:07Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of Class Morale Pumps and Morale Drains in Return of Reckoning.&lt;br /&gt;
&lt;br /&gt;
_&lt;br /&gt;
&lt;br /&gt;
With Patch 10/06/2020 ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=39021&amp;amp;hilit=morale+cap#p419982 link]) a soft cap was introduced.&lt;br /&gt;
&lt;br /&gt;
A soft cap on morale damage has been added. It functions as a meter that increases for each point of morale damage you take, and decays by 500 points per second. If the meter hits 2400, you will start mitigating 50% of all morale damage you take after that. As long as your meter is above 2400 you will get a buff called &amp;quot;Resolute&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The reasons for this change is that there has been an increased meta around coordinated AoE morale dumps in larger scale fights, which makes wounds the only defensive stat that really matters. Our hope is that this brings more diversity into tactics employed, while still keeping morale damage abilities as a powerful tool.&lt;br /&gt;
&lt;br /&gt;
Currently, all Morale abilities has 60s cooldown, using one resets your Morale bar but do not reset cooldown.&lt;br /&gt;
&lt;br /&gt;
Morale Buffs and Debuffs do not stack with abilities or item procs, but do stack with tactics. &amp;lt;br&amp;gt;&lt;br /&gt;
Example: &amp;lt;b&amp;gt;Runepriest&amp;lt;/b&amp;gt; tactic &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Concussive Runes&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; which reduces armor on ability &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Rune of Cleaving&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt; does stack with armor reduction from Tank Class morale &amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Demolishing Strike&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
= Morale Pumps =&lt;br /&gt;
== Order ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Archmage&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Isha&lt;br /&gt;
|Bolstering Boon&lt;br /&gt;
|On Boon of Hysh heal: Grant the target 250 points of Morale&lt;br /&gt;
|-&lt;br /&gt;
|Bright Wizard&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Embrace the Flames&lt;br /&gt;
|On Critical Hit: Gain 200 points of Morale. Internal cooldown of 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
|White Lion&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Close Bond&lt;br /&gt;
|With active pet: Gain an additional 50 Morale every 5 seconds; if pet dies, lose 600 Morale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Black Orc&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Youz see me blok&#039; dat&#039;?!&lt;br /&gt;
|On Block: Gain 4% of Morale. Internal cooldown of 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Chosen&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Destined For Victory&lt;br /&gt;
|On Block: Gain 200 points of Morale. Internal cooldown of 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Shaman&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Get Movin&#039;!&lt;br /&gt;
|On &#039;Ere We Go proc: Groupmate gains 150 points of Morale&lt;br /&gt;
|-&lt;br /&gt;
|Sorceress&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Glorious Carnage&lt;br /&gt;
|On Critical Hit: Gain 200 points of Morale. Internal cooldown of 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Squig Herder&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Strength in Numbas&lt;br /&gt;
|On Groupmate within 100ft dealing damage: 25% chance to gain 100 points of Morale over 3 seconds. Internal cooldown of 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Zealot&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|By Tzeentch&#039;s Will!&lt;br /&gt;
|On Critical Direct Heal: Gain 200 points of Morale. Internal cooldown of 3 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Morale Drains =&lt;br /&gt;
== Order ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bright Wizard&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Incineration&lt;br /&gt;
|Burning Head&lt;br /&gt;
|Deals 2400 damage to your target, and 1600 to all other enemies within 20 feet. All enemies hit by this effect will lose 600 points of Morale&lt;br /&gt;
|-&lt;br /&gt;
|Knight of the Blazing Sun&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Glory&lt;br /&gt;
|Solar Flare&lt;br /&gt;
|Deals 1200 damage to all enemies within 30 feet. Enemy players hit by this effect will lose all of their Morale&lt;br /&gt;
|-&lt;br /&gt;
|*Swordmaster&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Hoeth&lt;br /&gt;
|Shadow Blades&lt;br /&gt;
|All enemies within 30 feet will suffer 1800 Spiritual Damage over 12 seconds, and will steadily lose 28 points of Morale per second&lt;br /&gt;
|-&lt;br /&gt;
|Swordmaster&lt;br /&gt;
|Ability&lt;br /&gt;
|Base&lt;br /&gt;
|Intimidating Blow&lt;br /&gt;
|On Hit: Decreases target&#039;s Morale by 100 points&lt;br /&gt;
|-&lt;br /&gt;
|Witch Hunter&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Judgment&lt;br /&gt;
|Vitriolic Judgment&lt;br /&gt;
|On Hit against your target&#039;s back: 25% chance to drain 225 points of Morale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Black Orc&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Lookin&#039; For Opportunity&lt;br /&gt;
|Clobber now removes 6% from your target&#039;s Morale&lt;br /&gt;
|-&lt;br /&gt;
|*Black Orc&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Da Boss&lt;br /&gt;
|Yer Nothin&lt;br /&gt;
|Deals 1800 damage over 12 seconds to all targets within 30 feet; affected targets lose 30 points of Morale per second&lt;br /&gt;
|-&lt;br /&gt;
|Disciple of Khaine&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Torture&lt;br /&gt;
|Vision of Torment&lt;br /&gt;
|Deals 1600 damage over 7 seconds and halts Morale gain for the target during that time&lt;br /&gt;
|-&lt;br /&gt;
|Marauder&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Monstrosity&lt;br /&gt;
|Crushing Blows&lt;br /&gt;
|On Hit while in Monstrosity stance: 25% chance to remove 225 points of Morale (affects all abilities, aoe and single target)&lt;br /&gt;
|-&lt;br /&gt;
|Marauder&lt;br /&gt;
|Ability&lt;br /&gt;
|Specialized - Path of Brutality&lt;br /&gt;
|Wave of Terror&lt;br /&gt;
|Deal damage to targets in front of you up to 40 feet and prevent Morale gain for 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Shaman&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Gork&lt;br /&gt;
|Hurts, Don&#039;t It?&lt;br /&gt;
|Brain Bursta will now also reduce the victim&#039;s Toughness by 240 for 20 seconds, and they will lose 150 points of Morale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Not currently enabled&lt;br /&gt;
&lt;br /&gt;
[https://www.returnofreckoning.com/forum/viewtopic.php?f=8&amp;amp;t=25171#p283619 Credit to Glorian]&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Morale_Pumps_%26_Morale_Drains&amp;diff=15816</id>
		<title>Morale Pumps &amp; Morale Drains</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Morale_Pumps_%26_Morale_Drains&amp;diff=15816"/>
		<updated>2021-01-04T08:57:18Z</updated>

		<summary type="html">&lt;p&gt;Xergon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of Class Morale Pumps and Morale Drains in Return of Reckoning.&lt;br /&gt;
&lt;br /&gt;
_&lt;br /&gt;
&lt;br /&gt;
With Patch 10/06/2020 ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=39021&amp;amp;hilit=morale+cap#p419982 link]) a soft cap was introduced.&lt;br /&gt;
&lt;br /&gt;
A soft cap on morale damage has been added. It functions as a meter that increases for each point of morale damage you take, and decays by 500 points per second. If the meter hits 2400, you will start mitigating 50% of all morale damage you take after that. As long as your meter is above 2400 you will get a buff called &amp;quot;Resolute&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The reasons for this change is that there has been an increased meta around coordinated AoE morale dumps in larger scale fights, which makes wounds the only defensive stat that really matters. Our hope is that this brings more diversity into tactics employed, while still keeping morale damage abilities as a powerful tool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Morale Pumps =&lt;br /&gt;
== Order ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Archmage&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Isha&lt;br /&gt;
|Bolstering Boon&lt;br /&gt;
|On Boon of Hysh heal: Grant the target 250 points of Morale&lt;br /&gt;
|-&lt;br /&gt;
|Bright Wizard&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Embrace the Flames&lt;br /&gt;
|On Critical Hit: Gain 200 points of Morale. Internal cooldown of 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
|White Lion&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Close Bond&lt;br /&gt;
|With active pet: Gain an additional 50 Morale every 5 seconds; if pet dies, lose 600 Morale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Black Orc&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Youz see me blok&#039; dat&#039;?!&lt;br /&gt;
|On Block: Gain 4% of Morale. Internal cooldown of 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Chosen&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Destined For Victory&lt;br /&gt;
|On Block: Gain 200 points of Morale. Internal cooldown of 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Shaman&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Get Movin&#039;!&lt;br /&gt;
|On &#039;Ere We Go proc: Groupmate gains 150 points of Morale&lt;br /&gt;
|-&lt;br /&gt;
|Sorceress&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Glorious Carnage&lt;br /&gt;
|On Critical Hit: Gain 200 points of Morale. Internal cooldown of 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Squig Herder&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Strength in Numbas&lt;br /&gt;
|On Groupmate within 100ft dealing damage: 25% chance to gain 100 points of Morale over 3 seconds. Internal cooldown of 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Zealot&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|By Tzeentch&#039;s Will!&lt;br /&gt;
|On Critical Direct Heal: Gain 200 points of Morale. Internal cooldown of 3 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Morale Drains =&lt;br /&gt;
== Order ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bright Wizard&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Incineration&lt;br /&gt;
|Burning Head&lt;br /&gt;
|Deals 2400 damage to your target, and 1600 to all other enemies within 20 feet. All enemies hit by this effect will lose 600 points of Morale&lt;br /&gt;
|-&lt;br /&gt;
|Knight of the Blazing Sun&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Glory&lt;br /&gt;
|Solar Flare&lt;br /&gt;
|Deals 1200 damage to all enemies within 30 feet. Enemy players hit by this effect will lose all of their Morale&lt;br /&gt;
|-&lt;br /&gt;
|*Swordmaster&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Hoeth&lt;br /&gt;
|Shadow Blades&lt;br /&gt;
|All enemies within 30 feet will suffer 1800 Spiritual Damage over 12 seconds, and will steadily lose 28 points of Morale per second&lt;br /&gt;
|-&lt;br /&gt;
|Swordmaster&lt;br /&gt;
|Ability&lt;br /&gt;
|Base&lt;br /&gt;
|Intimidating Blow&lt;br /&gt;
|On Hit: Decreases target&#039;s Morale by 100 points&lt;br /&gt;
|-&lt;br /&gt;
|Witch Hunter&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Judgment&lt;br /&gt;
|Vitriolic Judgment&lt;br /&gt;
|On Hit against your target&#039;s back: 25% chance to drain 225 points of Morale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Class&lt;br /&gt;
!Category&lt;br /&gt;
!Type&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Black Orc&lt;br /&gt;
|Tactic&lt;br /&gt;
|Base&lt;br /&gt;
|Lookin&#039; For Opportunity&lt;br /&gt;
|Clobber now removes 6% from your target&#039;s Morale&lt;br /&gt;
|-&lt;br /&gt;
|*Black Orc&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Da Boss&lt;br /&gt;
|Yer Nothin&lt;br /&gt;
|Deals 1800 damage over 12 seconds to all targets within 30 feet; affected targets lose 30 points of Morale per second&lt;br /&gt;
|-&lt;br /&gt;
|Disciple of Khaine&lt;br /&gt;
|Morale&lt;br /&gt;
|Specialized - Path of Torture&lt;br /&gt;
|Vision of Torment&lt;br /&gt;
|Deals 1600 damage over 7 seconds and halts Morale gain for the target during that time&lt;br /&gt;
|-&lt;br /&gt;
|Marauder&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Monstrosity&lt;br /&gt;
|Crushing Blows&lt;br /&gt;
|On Hit while in Monstrosity stance: 25% chance to remove 225 points of Morale (affects all abilities, aoe and single target)&lt;br /&gt;
|-&lt;br /&gt;
|Marauder&lt;br /&gt;
|Ability&lt;br /&gt;
|Specialized - Path of Brutality&lt;br /&gt;
|Wave of Terror&lt;br /&gt;
|Deal damage to targets in front of you up to 40 feet and prevent Morale gain for 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
|Shaman&lt;br /&gt;
|Tactic&lt;br /&gt;
|Specialized - Path of Gork&lt;br /&gt;
|Hurts, Don&#039;t It?&lt;br /&gt;
|Brain Bursta will now also reduce the victim&#039;s Toughness by 240 for 20 seconds, and they will lose 150 points of Morale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Not currently enabled&lt;br /&gt;
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[https://www.returnofreckoning.com/forum/viewtopic.php?f=8&amp;amp;t=25171#p283619 Credit to Glorian]&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Witch_Hunter&amp;diff=15815</id>
		<title>Witch Hunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Witch_Hunter&amp;diff=15815"/>
		<updated>2021-01-04T07:51:58Z</updated>

		<summary type="html">&lt;p&gt;Xergon: /* Class Changes */&lt;/p&gt;
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&lt;div&gt;[[File:Witch Hunter Banner.jpg|right|470x470px]]&lt;br /&gt;
&#039;&#039; The Witch Hunter is a tireless foe of Chaos, dark magic and witchery of all kinds. As the taint of Chaos continues to spread and more people are drawn to the dark arts, the Witch Hunters role has become increasingly important to the Empire. Fast, cunning and deadly, they dispense merciless judgment upon any who serve Chaos. While the people of the Empire agree that the Witch Hunters work is critically important, rare is the citizen who does not feel pangs of dread when they lay eyes upon one, for it is understood that most Witch Hunters would sooner burn an entire village to the ground than see a single follower of Chaos go free.&#039;&#039;&lt;br /&gt;
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== Witch Hunter Specialty ==&lt;br /&gt;
The Witch Hunters sole motivation is rooting out and destroying corruption. To that end, they use the various tools and tactics available to them to weaken their opponents strength and resolve via Interrogation before meting out final Judgment. Fast and agile, the Witch Hunter is dangerous in close-quarters, especially when approaching an unsuspecting or startled target from behind. The Witch Hunter will frequently employ holy water, chrisoms, blessed ashes and other relics to further increase the suffering inflicted upon their foes.&lt;br /&gt;
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== Playing as a Witch Hunter ==&lt;br /&gt;
Whether youre positioning yourself for a devastating strike against an unwary enemy or going toe-to-toe in the thick of the fight, there are few places on the battlefield where a Witch Hunter does not belong. In the face of your tireless assaults and interrogation, your enemies quickly wither and fall – be it by blade, bullet or torch. While your pistol can be a powerful and devastating weapon under the right circumstances, it is slow and awkward to reload in close-quarters. As such, you will make frequent use of the deadly speed and effectiveness of rapiers, knives, stakes, torches and daggers. You will also find it useful to anoint your weapons before a fight to dispatch your unholy enemies with even greater efficiency.&lt;br /&gt;
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== Fighting against a Witch Hunter ==&lt;br /&gt;
The Witch Hunter relies heavily on his ability to catch targets off guard or to distract them in the thick of a fight. A powerful melee fighter, he is at his most effective when he can move behind an enemy and unleash pistol shots or powerful strikes from his anointed blade upon them. As such, it is critical that you not lose track of a Witch Hunter in the heat of battle. Keep them at range if you can - as their pistols are unreliable from a distance - and stay in front of them if they close in on you. A bullet in the head or a blade through the heart await those who do not.&lt;br /&gt;
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== Career Masteries ==&lt;br /&gt;
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The Empire is not just under overt assault from the forces of Chaos, but is also fighting a constant war against the creeping incursions of darkness and heresy within its own borders, and no one is more aware of this than the Witch Hunter. Tasked with digging out the taint of corruption from within the healthy flesh of the Empire, the Witch Hunter is a grim figure, looked upon with equal measures of awe and dread, for they have the authority of an investigator, a judge, and an executioner. By blade, pistol, and torch, they are determined to cleanse the Empire of evil.&lt;br /&gt;
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The Witch Hunters are deadly fighters who seek out and destroy anything tainted by the touch of Chaos. They lay down Accusations at swordpoint until theyre satisfied of their enemys guilt, and then unleash an Execution with the booming voice of their pistol. Their combat abilities are bolstered by a variety of sacred artifacts, such as blessed bullets which add additional effects to their Executions, and potent Holy Relics which can briefly imbue them with great power.&lt;br /&gt;
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=== Path of Confession ===&lt;br /&gt;
The Path of Confession is direct and uncompromising, and focused primarily on direct and immediate opposition to heresy. A specialist in Confession will eschew subtlety and lengthy investigations in favor of simply approaching their enemy and beating the truth out of them. While not necessarily the most powerful approach, it is effective in its straightforward brutality, and provides a small measure of increased protection when the Witch Hunter finds themselves under direct attack.&lt;br /&gt;
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=== Path of Inquisition ===&lt;br /&gt;
The Path of Inquisition is focused on longer and detailed investigations, weakening and progressively working over an enemy until the victims guilt is all but assured. A player with heavy Inquisition Mastery may appear less powerful at first glance, but the devastating effects of their attacks are felt more and more as the fight progresses.&lt;br /&gt;
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=== Path of Judgment ===&lt;br /&gt;
The Path of Judgment is taken by Witch Hunters who are assured that their targets are guilty and no questioning is needed. They tend to take their suspects by surprise, and are at their best when the enemys attention is elsewhere. A Master of Judgment will seek to avoid face-to-face confrontations, and will be at their most powerful when they have allies nearby that can distract their enemies, allowing the Witch Hunter to lay down very potent attacks.&lt;br /&gt;
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== Class Changes ==&lt;br /&gt;
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Patch Notes 25/12/2020 ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=42831#p455936 link]):&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Burn Armor&#039;&#039;&#039;&amp;lt;/i&amp;gt;: The effect of this ability has changed and will now reduce the armor of all enemies 40ft in front of you&lt;br /&gt;
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Patch Notes 02/10/2020 ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=41368#p439652 link]):&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Incognito&#039;&#039;&#039;&amp;lt;/i&amp;gt;: The 30s duration is removed. However, you will still run exit stealth if you run out of AP. Which means that the longest you can normally stay in stealth is 1 minute and 23 seconds. But the longer you stay in stealth the less AP you will have left when you leave stealth. Note: To Glory! will no longer affect you in stealth.&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Sever Blessing&#039;&#039;&#039;&amp;lt;/i&amp;gt;: This ability builds one Accusation now&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Protection from Heresy&#039;&#039;&#039;&amp;lt;/i&amp;gt;: This tactic also triggers when leaving stealth after using Sanctified oil&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Sanctified Bullets&#039;&#039;&#039;&amp;lt;/i&amp;gt;: Updated tooltip to match healing value&lt;br /&gt;
&lt;br /&gt;
- New Ability at lvl 34: &amp;lt;i&amp;gt;&#039;&#039;&#039;Purgatory&#039;&#039;&#039;&amp;lt;/i&amp;gt;, 2s cast, 20s cooldown: By driving a stake through their heart, you condemn your enemy to Purgatory. They cannot be resurrected for the next 30 seconds&lt;br /&gt;
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Patch Notes 08/04/2020:&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Declare Anathema&#039;&#039;&#039;&amp;lt;/i&amp;gt; is now undefendable, this ability will now correctly behave like a stagger and the immune is now set to 20 seconds ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=37261#p404250 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Sweeping Razor&#039;&#039;&#039;&amp;lt;/i&amp;gt; tactic now corretly applies to &amp;lt;i&amp;gt;&#039;&#039;&#039;Razor Strike&#039;&#039;&#039;&amp;lt;/i&amp;gt; which hit 2 additional targets (3 total) ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=37261#p404250 link])&lt;br /&gt;
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_&lt;br /&gt;
&lt;br /&gt;
Previous Patch Notes:&lt;br /&gt;
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- &#039;&#039;&amp;lt;b&amp;gt;Incognito&amp;lt;/b&amp;gt;&#039;&#039; is now 35s cooldown (up from 30s) and has its cooldown reduced by 1s for every enemy within 100ft when effect is broken, with a minimum of 5s cooldown ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Hastened Expurgation&#039;&#039;&#039;&amp;lt;/i&amp;gt; is a new, core stealth ability, which grants a 50% speed bonus and shares a cooldown with &amp;lt;b&amp;gt;Incognito&amp;lt;/b&amp;gt;. Its cast time is reduced by 1 second, but its duration is reduced to 3 seconds.&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Trial by Pain&#039;&#039;&#039;&amp;lt;/i&amp;gt; damage output improved by 50%, now strikes all enemies within 20ft of its target, and has an 8s cooldown ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Fervor&#039;&#039;&#039;&amp;lt;/i&amp;gt; is no longer cleansable and its damage over time component has been doubled ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Burn, Heretic!&#039;&#039;&#039;&amp;lt;/i&amp;gt; is no longer cleansable ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Close Combat&#039;&#039;&#039;&amp;lt;/i&amp;gt; is a new archetype tactic for all melee DPS classes. This tactic provides a 25% damage reduction against ranged and magical damage for 2s after using a direct damage, single target, melee ability on an enemy. This reduction does not stack with localized damage reductions such as Detaunt or Guard. ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27740#p314223 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Dragon Gun&#039;&#039;&#039;&amp;lt;/i&amp;gt; now knocks down the primary target for 3s and reduces the Morale of all targets hit by 50 per Accusation spent ([https://www.returnofreckoning.com/forum/viewtopic.php?f=109&amp;amp;t=27986#p317285 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Sudden Accusation&#039;&#039;&#039;&amp;lt;/i&amp;gt;, &amp;lt;i&amp;gt;&#039;&#039;&#039;Burn Armor&#039;&#039;&#039;&amp;lt;/i&amp;gt;, and &amp;lt;i&amp;gt;&#039;&#039;&#039;Fanatical Zeal&#039;&#039;&#039;&amp;lt;/i&amp;gt; are now undefendable ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23117#p258569 link])&lt;br /&gt;
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- &amp;lt;i&amp;gt;&#039;&#039;&#039;Sever Blessing&#039;&#039;&#039;&amp;lt;/i&amp;gt; is now undefendable ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23117#p258569 link])&lt;br /&gt;
&lt;br /&gt;
- Increased heal effect on &amp;lt;i&amp;gt;&#039;&#039;&#039;Sanctified Bullets&#039;&#039;&#039;&amp;lt;/i&amp;gt; tactic to 150%, up from 100% ([https://www.returnofreckoning.com/forum/viewtopic.php?f=42&amp;amp;t=23834#p266777 link])&lt;/div&gt;</summary>
		<author><name>Xergon</name></author>
	</entry>
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