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[[File:Black Orc Small.png]][[File:Choppa Small.png]][[File:Shaman Small.png]][[File:Squig Herder Small.png]]
[[File:Black Orc Small.png]][[File:Choppa Small.png]][[File:Shaman Small.png]][[File:Squig Herder Small.png]]
[[Orc, Black Orc]]
[[Orc, Black Orc]]



Revision as of 18:12, 10 June 2017

Warhammer Online: Return of Reckoning has two factions: Order and Destruction. 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 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.

Destruction

Greenskins

Greenskins.jpg

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.

The greenskins have no homeland to speak of. They capture other races 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.

Periodically, a powerful Orc Warboss will unite the greenskin tribes into a single swarming mass called a "Waaagh!", 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.

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.

Orcs

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.

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.

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.

Orcs fight with primitive weapons that are little more than big chunks of scrap metal. They give these weapons such descriptive names as "choppas", "bashas" and "smashas", and they wield them with brutal strength.

Goblins

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.

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.

Greenskins Career Options

Black Orc Small.pngChoppa Small.pngShaman Small.pngSquig Herder Small.png Orc, Black Orc

Orc, Choppa

Goblin, Shaman

Goblin, Squig Herder

Chaos

Chaos Banner.jpg

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.

The gods of Chaos are much more active in the lives of their worshippers 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 "marking" 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.

The most powerful and favored warriors among these human worshippers 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.

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.

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.

The Raven Host

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.

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.

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.

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.

Chaos Career Options

Chosen Small.png Marauder Small.png Zealot Small.png Magus Small.png

Chaos, Chosen

Chaos, Marauder

Chaos, Zealot

Chaos, Magus