recursal/Fanatic-Fandom huggingface dataset:
Shapeshifting

**Shapeshifting** races or classes in *Camelot Unchained* are not confirmed yet, but hints, speculation and lore revealed so far point toward Cait Sith of Arthurians, Phouka and Banshee of Tuatha Dé Danann and Úlfhéðnar of Vikings. It should be noted that the very races are, also, still unconfirmed.

* Mark Jacobs in Kickstarter Update #59, speaking of Cait Sith, mentioned considering "...the possibility of them being shape shifters"
* Phouka`s eventual **shapeshifting** was considered in Kickstarter Update #72
* One of the boons/abilities of Banshee, suggested in Kickstarter Update #67, was shifting into incorporeal form
* Based on their lore, northern mythologies and overall design of *Camelot Unchained`s* Vikings so far, it`s likely that some members of that Realm will have some form of **shapeshifting**

## References

1. ↑ https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/571786
2. ↑ https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/648496
3. ↑ https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/630073
Donn

**Character name** is the jealous husband of Badhbh. He tortures and mutilates her, inadvertently creating the first Bean Sidhe.

## Notable achievements

* Inadvertently creates the first Bean Sidhe when he tortures and mutilates Badhbh
* Escapes justice for a time, successfully starting a new life
* Dies screaming

## Key known skills

* Manages to knock people out quite effectively
* Survives a severe blow to the head from a statuette
* Keeps Badhbh alive even after mutilation, by cauterizing her wounds

## Key characters encountered

* Badhbh, his wife
* Crimthann, a drummer

## Key locations visited

* The village where Badhbh lives
* The village where the audience rushes the stage
* The village where he starts a new life
Drengr

**The Drengr** was an early concept for the warrior class of the Vikings.  Though now replaced by a different class system, it was first revealed in the Dec 17, 2014 News Update. The term 'Drengr' means warrior in Old Norse (although the more modern interpretation is 'lad'). There were five proposed Paths for the Drengr - each Path was based on a god or goddess of Norse mythology and represented by an iconic weapon or item associated with that deity.

In a later reveal, it was determined that the path system as outlined in the Drengr concept document would be too difficult to due proper justice for all announced archetypes. Based on this, the Drengr as previously announced was not part of the class reveals, and is not currently scheduled to be in the game. The Path of Thor, however, has heavily influenced the Viking fighting class, the Mjölnir.

## Drengr Paths

### Path of Thor - Mjolnir (Hammer)

Quote: "The Mjolnir prefer offense to defense, and are great at leading any Viking charge. Their weapon of choice is of course their hammer. Like Thor’s hammer, this is no ordinary weapon, but a hammer that has been made magical by its association with the player. The hammer plays an important part in combat for them, as they not only use it to smash things, but also to interrupt attacks by enemy casters. They generally cannot soak up as much damage as, say, their Arthurian counterparts, but their hammer attacks allow them to be quite the PITA in certain situations."

### Path of Freyr - Sword

Quote: "Those that follow this Path are not quite as offensively focused as those who follow Thor, but still wield a formidable offensive weapon. Like the followers of Mjolnir, their swords can be used as ranged weapons as well as in standard melee, but the **Drengr** who follow the Path of Freyr are much more effective at range than their hammer-using counterparts. The reason that the sword doesn’t have a name is that the sword of Freyr (which is a sword that can fight on its own) was never specifically named in Norse mythology."

### Path of Odin - Gungnir (Spear)

Quote: "Those that follow this Path are the strongest at range of all the Drengr Paths, as well as being decent melee fighters."

### Path of Sol - Svalinn (Shield)

Quote: "Those that follow this Path deal less damage than the rest of the Drengr Paths, but are great meat shields and possibly, a little bit more."

### Path of Forseti - Axe

No information was ever announced for this path.

## Drengr Lore

No Lore was ever announced for this class.

## Trivia

* The Drengr was the first and to date only class document released
* The Path System first introduced as part of this class reveal is no longer part of the game plans
Battlegrounds

*Camelot Unchained* will not have classic, instanced **battlegrounds**, but rather "introductory" ones for low level players, in order to prepare them for the RvR.

Mark Jacobs: There won't be anything instanced, there won't be anything level locked at the high levels. We want everyone to be able to get into the game, but yes - for the guys that are just coming into the game we will have something set up so they can go and fight other players, so they can learn the game systems, so they can, you know, actually have some success before they go to the main game.

Mark Jacobs: We want to encourage new people to actually try this game, and one of the ways we can do that is by giving them an easier introduction, instead of going out into the main RvR areas and getting their heads handed to them.

## Videos and Sources

Mark-A-Thon 9 (video inside; skip to 2:27 for **battlegrounds**)

## References

1. ↑ 1.0 1.1 https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/465866
Mjölnir

The Mjölnir, and the first “true” hammer, were born from the collision of the two moons. New Mjölnir are entrusted with a tiny fragment from that collision, which is then used by crafters to imbue into their iconic weapon. Mjölnir are reputed to focus on causing destruction rather than on the more protective aspects of their occupation, and that’s just about right as far as they’re concerned. These men and women have a long tradition of taking their anger out on their enemies.

## Key Features

Divine Intervention

Fury of the Storm

Unleashes the power of all elemental buffs and debuffs on the user, as a devastating lightning-empowered attack.

Death Curse

Wrath of the Thunder God

Causes an equipped hammer to explode when the user dies, dealing high crushing damage to all nearby enemies based on proximity, knocking them back, and then reforming the hammer.

## Trivia

* The class' name is derived from the name of Thor's hammer.
* Mjölnir was crafted by the dwarf brothers Brokkr and Sindri. Sindri played a vital role in the Dvergar Becoming.

## Revision History

* October 16th, 2015 - Mjölnir was revealed as part of Heavy Fighter class reveal, week 3 of the Fall call reveals.
Teia

Wife of Eochaid, mother of Tiu. She is the second Fir Bog ever created.

## Notable Achievements

* Swears an oath to kill the person who threatened her family
* Attacked by the High King's men, which incited the fight with Obdgen
* Renewed her vows with Eochaid as a Fir Bog

## Key known skills

* Knows how to knit
* Extremely skilled with throwing knives
* Becomes a Fir Bog leader

## Key Characters encountered

* Eochaid
* Tiu
* Obdgen

## Key Locations visited

* Móine Alúine (Bog of Allen)
* Eagla Portach

## Key Timeline info

* Her story occurs some time after the First Breaking
Human (Tuatha Dé Danann)

*This article is a stub. You can help Camelot Unchained Wiki by expanding it.*

Humans have always had a place in the courts of the Tuatha Dé Danann, whether through fairy tales of captured children, lost souls looking for the Otherworld, or simply by seeking a place of refuge in their magnificent forests. While some in other Realms, particularly their hated enemies the Cait Sith, call the Human races of the Tuatha Dé Danann “pets” of their more powerful “masters”, nothing could be further from the truth. The Human races of this Realm share the same social, political, and military status of their compatriots.

## History

### Age of Becoming

*Main Article:* TBA
TBA

## Appearance

The Humans under the banner of the Tuatha Dé Danann are not unlike those of the other Realms, with strong tendencies towards red hair, green eyes, and fair complexions.

## Features

Just as importantly, these humans do not share the Banes of some of their fellow races among the Tuatha Dé Danann. Then again, tales are told in quiet corners of Humans in this Realm who are not quite what they seem to be…

## Trivia

* The Humans of the TDD were thought to be a myth because they weren't among the races shown on the officially till version 3 of the website.

## Revision History

* January 28th, 2016 - Theses Humans where added to officially to the new version of the website.
Blessed Crow

The Blessed Crows were created by Brân the Blessed. He was one of the first of the “old ones” to discover that they were immortal, under most circumstances. Unfortunately, he also found out what some of the other circumstances were, and passed away. After his death, the cauldron he created to heal people was reproduced. Each Blessed Crow uses their own cauldron in much the same way magic-using classes use a spellbook. By doing so, they carry on his legacy as both healers and fighters.

## Key Features

Divine Intervention

Intervention of Brân

Greatly increases the power of the next effect applied to a cauldron, and increases Cauldron Overflow to maximum for all cauldrons affected.

Death Curse

Mutual Decapitation

Deals damage to the head of the user’s target based on the damage taken to the user’s head and on a portion of the overall damage suffered before death.

## Trivia

* The name "Brân" in Welsh is usually translated as crow or raven
* In mythology Brân gave the resurrecting cauldron to his sister's husband to be to satisfy an insult made by their half-brother. Later on, Brân would sail his warriors to rescue his sister, but the cauldron was used against him. He sacrificed himself to destroy the cauldron from within when an enemy unwittingly threw him in it. While he did perish, his head remained animated.

## Revision History

* October 2nd, 2015 - Class is revealed during a Beta Update Livestream.
Skald

Though they are musicians, Skalds do not use musical instruments to power their abilities. Instead, they rely simply upon their words, amplified with certain magical accoutrements. With their Viking training, they are also the most adept at using weapons of any of the bard-like classes in the Realms. They also grow more powerful as the battle rages, trying to keep their emotions under control…most of the time.

## Key Features

Divine Intervention

Glory to the Brave

The user and their nearby group members gain a temporary physical buff that reduces ability preparation and recovery time, and also increases damage with weapon abilities. The power of the buff is based on the number of nearby enemies greater than the number of group members present.

Death Curse

Deafening Warcry

A stream of words escapes the user’s mouth and encircles all nearby enemies, who take high damage and are affected by a physical debuff that reduces their hearing for a moderate duration.

## Trivia

* Historically the Skald were typically court poets, whom recorded the heroic deeds of their lords.
* The english word scold, is derived from the Skald.
* The works of the famous Skalds like Bragi Boddason and Snorri Struluson are responsible for Norse lore that we know today.

## Revision History

* November 13th, 2015 - Skalds were revealed during the 7th week of the Fall Class reveals.
Travel

In *Camelot Unchained*, players will (besides walking and swimming ) travel by caravans, ships & boats; Also, "*Mounts are not a no but they aren't a priority because we will have the speed class. Even when/if we put them in, they will not move as fast as the speed class will but they will be very useful for carrying stuff around.*"

Travel by player built bridges will be possible across the abysses in The Depths, and maybe between islands once two of them are drawn closely enough together. Possible increased travel speed on (likely also player built) roads was hinted at. It should be noted that there is no current plans (not before launch) for naval combat or player controlled boats/ships.

## Travel and the World

Mark Jacobs stated that Camelot Unchained "*...will also have very, very limited fast travel options.*" (from anti-Zerg measures mentioned in the Foundational Principle #2)  and that the world "*...will be big*"  which should both give more strategical feel to the warfare and move trade and economy in general towards local markets of shops and bazaars, since there will be no auction houses.

Game designer **Ben Pielstick** also touched upon world size and travel in the "**Dose of Design**" section of the Unveiled Newsletter #2.

## Gallery

* Bad weather
* Viking mount

## References

1. ↑ https://www.reddit.com/r/IAmA/comments/1dcic2/i\_am\_mark\_jacobs\_cofounder\_of\_city\_state/c9p1ax4
2. ↑ https://www.kickstarter.com/projects/13861848/camelot-unchained/comments?cursor=2685728#comment-2685727
3. ↑ https://www.youtube.com/watch?t=1719&v=DcoSkLeMdTs
4. ↑ http://camelotunchained.com/v2/foundational-principle-2-rvr-isnt-the-end-game-its-the-only-game/
5. ↑ https://www.reddit.com/r/IAmA/comments/1dcic2/i\_am\_mark\_jacobs\_cofounder\_of\_city\_state/c9p0dxx
HelBound

Archetype

Those who swear fealty to Hel, the Mother of the Nine Worlds, become infused with the dual forces of life and death. The bodies of the HelBound bear the marks of their service, etched with the forces of Hel’s magic, which dwells within them. Often at the forefront of battle, a HelBound may find controlling their power a great challenge, for they can both heal and destroy. They can cure the mortal wounds of allies and wield fear as a weapon, frightening enemies to death. As for their own death, those who take Hel as their patron tend to recover quickly. Unless Hel has chosen something special for her fallen devotee.

"Those who swear fealty to Hel, the Mother of the Nine Worlds, become infused with the dual forces of life and death. The bodies of the HelBound bear the marks of their service, etched with the forces of Hel’s magic, which dwells within them."

## History

*Main Article:*HelBound Becoming

Beneath a dormant volcano, a group of initiates dressed in black and red robes are put through a test of endurance. They are subjected to intense heat, bitter cold, and noxious fumes. Many initiates succumbed to these conditions and had to be carried out. Eventually, the room balanced and filled with the smell of death as the robed Speaker of Hel emerged.

He began to tell the remaining initiates of the Greater Power that was Hel and her transformation by the Veilstorms. He spoke of her dual powers of life and death, and her transcendance of mortality.

The Speaker warns that once the vow is taken, the initiates will be marked by Hel so that all will know them as being bound to her. He speaks of the choice of Paths before them, life and death and reveals that the HelBound's power is drawn from the Veil through the intervention of Hel.

The Speaker finishes by warning them of the price they must pay for serving Hel, revealing his deformed body: one side hung with dead flesh, while the other seemed all too alive and writhed with growths and strange organisms.

## Key Features

Divine Intervention

Equitable Exchange

Deals damage to nearby enemies based on missing health, and heals nearby group members based on remaining blood.

Death Curse

Hel Revealed

If the user has a Hel Mask equipped, removing the mask causes a large amount of panic to nearby enemies, and deals damage to them based on their resulting panic rating.

## Trivia

* The HelBound was the first announced class of Camelot Unchained.
* They were also in the first archetype to be revealed during the class reveals in 2015; some two years later.
* It was the only class that was a test model in the Alpha.

## Revision History

* September 19th, 2013 - Class was first revealed along with a Becoming story.
* October 2nd, 2015 - Class is was revised during a Beta Update Livestream.

## References

1. ↑ http://camelotunchained.com/v2/class-reveal-devout/
2. ↑ Official Site Page
Camelot Unchained Wiki/Section 3

**News**

**Twitter**

Tweets by @CityStateGameswindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Tree

**Trees** in *Camelot Unchained* can be harvested from timber fields (and possibly elsewhere) through logging. Eventual use of trees in camouflage or fruit gathering is not revealed yet.

## Developer Quotes

**Renée Machyousky**: "Not every tree will be harvestable, some will exist solely for environmental enhancement. There has been talk of a dynamic system such that resources ‘react’ to player harvesting by depopulating and perhaps shifting to a new area. Logging camps would fail in such a system.

We don’t want the standard respawn node X minutes after harvest, rinse/repeat mechanic seen in most games. Discussions will continue, but expect the unexpected. There has also been talk of trees going through stages of growth. None of this is confirmed of course. Also, keep in mind that the effect of Veilstorms on an area can be important".
Trade

**Trade** in *Camelot Unchained* will involve a great deal of personal interaction, and is intended as an important part of the economy rather than a matter of pure convenience.
There won't be auction house  (though Mark Jacobs has stated that a commodities market \*may\* be an option, due to the difference between gathered resources and crafted goods). Instead, crafters will control shops that they can run themselves or they can barter their goods in parts of towns.

*Camelot Unchained* will also have ways that players/guilds can group together in order to sell their goods, but still with in-game merchants, rather than having to sell it by themselves.

## Trivia

One of the castes of Stormriders is the Merchants Caste.

## Gallery

* A scene from Kickstarter Building Update video

## References and Sources

1. ↑ http://camelotunchained.com/v2/foundational-principle-3/
Viking

Races

The **Vikings** are one of the Realms in *Camelot Unchained*. The Realm of the Vikings follows the path of blood and steel to greatness. In the tall peaks of windswept ice they make their homes, waiting for the moment to conquer the lands below. Sigurd the Dragonslayer leads a Realm whose warriors claim to be the most fearless in the world.

Across the war-torn fields the Vikings shout their famous battlecry: "How long can a Viking fight? All the day and through the night!" Fierce and determined to survive against all odds, the Viking Realm wields the storm within as a weapon to fight the storms without.

Some may hold the Vikings as coarse barbarians, but in the Realm of the Mountains, they know these naysayers lack courage and conviction. Aliances are fragile, words are cheap: Only through the forge of bloody conquest can the Realms be united to stand against the coming storms.

## Races

- Dvergar

- Jötnar

- Úlfhéðnar

- Valkyrie

- Vikings

## Classes

- Arisen

- Child of Loki

- Drengr

- Helbound

- Mjölnir

- Shadow Walker

- Skald

- Stonehealer

- Wave Weaver

- Winter's Shadow

## Gallery

* King Sigurd the Dragonslayer
* Line of Viking Defenders
* Choosing a Realm
* Viking Realm
* Viking Landscape
Character Creation

*This article is a stub. You can help Camelot Unchained Wiki by expanding it.*

Attunement
Increases the power of the character's magic effects and resistance to the negative effects of the Veil, and allows use of magic shapes and runes.
Stats Directly Affected:

Will
Improves Veil Subtlety of magic used, reducing its effects on the Veil, and allows use of modifier components as a part of magic spells.
Stats Directly Affected:
Veil Subtlety + 0.1 per Attribute Point

Faith
Allows use of ability components granted by Greater Powers and increases the power of incoming healing.
Stats Directly Affected:

Agility
Increases movement speed, and allows use of light weapons.
Stats Directly Affected:
Movement Speed +0.16 per Attribute Point

Vitality
Increases maximum Health.
Stats Directly Affected:
Max Health +25 per Attribute Point
Health Regeneration 250/s per Attribute Point
Blood Regeneration 750/s per Attribute Point

Endurance
Increases maximum Stamina
Stats Directly Affected:
Max Stamina 25 per Attribute Point
Stamina Regeneration 0.7500/s per Attribute Point
Heat/Cold Tolerance 0.2 degrees per Attribute Point

Resonance
Allows use of voice- and instrument- based ability components.
Stats Directly Affected:

Strength
Increases carrying capacity, and allows use of heavy weapons and armor.
Stats Directly Affected:
Carrying Capacity 2.5 KGs per Attribute Point

Dexterity
Reduces Encumbrance penalty, and allows for use of medium weapons and light armor.
Stats Directly Affected:
Encumbrance Reduction below 0.5 per Attribute Point

## Character Creation (Alpha Tests)

* Choosing a Realm
* Arthurian
* Tuatha Dé Danann
* Viking
* Choosing race & class
* Choosing stats
* Choosing Banes & Boons
Banes and Boons

The **Banes & Boons** (or B&Bs for short) system is, together with the stat system, one of several character customization opportunities during the character creation process in Camelot Unchained. The B&Bs offer a differentiation opportunity between not just Realms, but races, genders and classes as well. The B&B list was first introduced to the general public after the Afternoon Update Monday, October 20th, 2014, where it was announced that there were over 400 then-current options available.

The actual method of choosing the Banes & Boons and the rules associated with the selecting them have not yet been officially released in detail. In a Tech Alpha footage video, some insight can be gleaned into the selection process. The user hovers over the tool tip for Banes & Boons which indicates *“Choose some banes and boons. You must spend between 5 and 20 points each on Banes and boons, and the points spent must be equal. The blue and red bar indicates the balance of points you’ve spent on each side.”*

### Current Categories of Banes & Boons:

* General – available to any archetype and race
* Realm - available to members of that realm
* Racial – available only to that race
* Archetype – available only to that archetype

## Banes & Boons List

As with all features currently in Camelot Unchained the current list of B&Bs are considered placeholders for the purposes of testing and balancing, in the words of the creator Mark Jacobs “only the beginning, not the end of the design effort.”

## Character Creation

* Choosing a Realm
* Choosing race & class
* B&B interface (left)
* Initial stats interface

## References & Sources

1. ↑ 1.0 1.1 http://camelotunchained.com/v2/afternoon-update-monday-october-20th-2014/
2. ↑ https://www.youtube.com/watch?v=rXCAQ9HSne8
Wave Weaver

Wave Weavers use the power found in waves to create their spells. They love water, fountains, and basically anything wet. While they are perfectly comfortable using their abilities away from a body of water, their runes are more effective when they can call on the additional power of nearby water to aid them.

## Key Features

Divine Intervention

Hand of Ægir

Only usable while outdoors. Calls down a downpour of heavy rain in a large area, applying a debuff that greatly reduces the vision of affected enemies, and a buff that increases the fire resistance of affected allies, along with a large amount of Torrential Saturation for both allies and enemies.

Death Curse

Curse of the Nine

Effigies of the nine daughters of Ægir appear around the body of the user and project a series of bolts of water at nearby hostile targets, with effects based on the rune of the user’s last hostile water ability.

## Trivia

* The class is based from Norse Mythology on the daughters of Ægir and Rán, all of whom represent the sea.
* The nine daughters of Ægir are: Himinglæva, Dúfa, Blódughadda, Hefring, Udr, Hrönn, Bylgja, Dröfn, and Kólga.

## Revision History

* November 6th, 2015 - Mages were revealed during the 6th week of the Fall Class reveals.
The Speaker

*This article is a stub. You can help Camelot Unchained Wiki by expanding it.*

**The Speaker** is the title of the teacher of HelBounds, mortal father of Hel.

## Notable achievements

* A very prominent member of the HelBound

## Key known skills

* Implied to be a very powerful HelBound
* Possesses Hel's "gift"

## Key locations visited

* The mysterious cave where prospective HelBound gather

## Key timeline information

* TBA
Tír na nÓg

**Tír na nÓg** is the capital city of the Tuatha Dé Danann.

# Description

* Ringed by ironwood trees
* Ornate golden gates
* Heavily populated
* Surrounded by walls and battlements

## History

* Drained of life by Balor which caused the inhabitants to flee
* Ruled and later besieged by Nuada

### Age of Becoming

**Main Article:** Becoming-story -Silverhands
First appeared during the story of Nuada, when he was king.
Vox Magus

The **Vox Magus** is used for the main aspects of Crafting. It is the proposed customizable all-in-one "crafting station" for *Camelot Unchained*, the way that crafters will create powerful and unique items. This will replace traditional MMORPG crafting stations such as an anvil or alchemy table.

## The Vox Magus: Planned Design

* Visually based on a pipe organ.
* Replace keys, stops, etc. with gems, runes, and other "fun stuff".
* Players sitting at a Vox Magus use both sound and magic to interact with the materials that are placed within.
* Players don’t have to read music or understand music theory to play as a crafter. Sounds come from the Vox based on the actions of the crafter.
* Each Realm has its own version of the Vox Magus, but they work in the same or similar manner.
* This reduces the amount of time and resources City State Entertainment has to spend on the interface and effects, leaving more time to work on the system’s items.
* The Vox Magus scales in power and appearance. It is a fully customizable device, which will grow with the player over time.

### Vox Magus: Design Goals and Effects

Crafting is going to be a performance, and should be a very visual and visceral process, intended to be shared with others. To start is should be easy to learn, but like any good artisanal skill, the craft is difficult to master. Items contain properties of the materials they are made with, with no recipes the combinations are extensive. Shaping materials will vary both inter-Realm but possibly intra-Realm as well.

A Guild can have a Vox Magus customized for multiple crafters to work together in the guild house. With costs and upkeep, this money sink will help prevent guilds from dominating the economy.

## Upgrading Your Vox Magus

The Vox Magus is planned to be upgradable from day one to the end of the game. There are several parts of the Vox Magus that are upgradable. The Vox Magus itself is upgradable separate from the crystals. The ability to upgrade comes from reaching various goals, which are set by the Realm.

Upgrading your Vox Magus will increase total Vox Power, the power curve, as well as the visuals of crafting.

Upgrading is one of the money sinks for crafters, similar to the sinks combatants have for equipment upgrades.

## Gallery

- All Images ©2015 City State Entertainment-

## References

* The Vox Magus
* BSC Crafting Presentation

1. ↑ 1.0 1.1 1.2 1.3 http://camelotunchained.com/v3/wp-content/uploads/2016/01/Crafting-Presentation-Part-Deux-Final.pdf
The One True City

**The One True City** is Camelot, the central city founded by the three Sword Brothers that pulled the broken world together and initiated a brief golden age.

# Description

* Also called Camelot.
* Centrally located in the relatively small amount of habitable land left in the world
* Legends tell that some ruins are left for players to find

## History

Initially imagined by Arthur, the building of the One True City pulled the three Realms together in peace and harmony, just as it pulled the land together. After many years of success, infighting began to tear the place apart, until in a great betrayal, the Second Breaking of the world occurred, and Camelot was torn apart, along with the lands it had pulled together.

### Age of Becoming

**Main Article: Tales of the One True City**
Arthur had the initial idea for the One True City, and traveled the world to convince others, especially the other Sword Brothers, to help and build it.

## Realm association

A significant part of the One True City's nature is that it was supposed to belong to all of the Realms, but many could not understand that, which is part of what led to the city's downfall.

## Sources

1. Tales of the One True City part 1
2. Tales of the One True City part 2
The Emissaries

# The Coming of the Emissaries

This is the story of the end of the world and its rebirth.

Some worlds are destined to die in fire, some in ice, a few last until their sun or their resources are exhausted...this world’s end was caused by something quite different.

Although the source of destruction was unusual in the grand scheme of things, the outcome was clear: near extinction for the creatures living on the surface. The Piercing of the Veil (a living barrier that separates our dimension from others) caused massive amounts of raw power and strange entities to flood into this world. Veilstorms, seismic upheaval, death, and ruin followed.

The rest of the story can be found here.
Druid

The Druids of this world are fighters and philosophers, not healers. They use dark and mysterious cosmic power to defend their Realm. They can call on the power of the moons and even the stars themselves to attack enemies. One of the Druid’s abilities is to call on another member of their Realm, or even themselves, to sacrifice their lives for the good of the Realm. This same ability can be used on members of the other Realms, albeit a lot less willingly.

## Key Features

Divine Intervention

Ritual Sacrifice

A channeled ability that affects the nearest enemy or ally target, or the user themselves if no target is selected. Focuses a swarm of incorporeal tendrils toward the target’s body, lashing at it and dealing void damage to all parts of their body for a long duration as long as they remain in range. If the target dies while affected by the tendrils, the void energy is absorbed into their body and emanates an effect over a large area, with power divided among the Druid’s allies affected. This effect significantly increases spirit resistance and reduces the blood cost of abilities, as well as adding bonus void damage to physical attacks.

Death Curse

Cosmic Doom

If the user dies within a long duration after activating Cosmic Doom, the user’s body cracks open. This reveals a grotesque void rift, which has gathered power from magic abilities used by enemies in the vicinity of the user over the course of Cosmic Doom’s duration. The rift then erupts, expelling horrific waves that ripple out as an aura and distort the effects of subsequent magic abilities used by enemies it has gathered power from, within range. Affected enemies have their magic abilities deal an equal amount of void damage to themselves as they deal damage to enemies or healing to allies. This consumes the power of the rift with each ability used until it is all expended, or until the rift expires after a long duration. If the rift survives its full duration, it explodes on expiration, inflicting its remaining power as void damage to each enemy over a large area and corrupting the ground for a long duration, inflicting void damage to enemies as they move across it.

## Trivia

* Many modern iterations of the Druid actually have no correlation to actual Iron Age Druids, whom were more akin to philosophers, and sorcerers.

## Revision History

* November 6th, 2015 - Mages were revealed during the 6th week of the Fall Class reveals.
Veilstorm

**Veilstorms** are more than simply bad weather days; these storms can bring both destructive power and chaotic change to the lands that they sweep across. A Veilstorm is the result of too much magic flowing from one side of the Veil into our world, and the most powerful storms can culminate into a Malevolence - like the ones that tore apart the old world leaving only the shattered remains.

Since the Veil is very sensitive to magic, high concentrations of it - typically happening during big battles - can trigger a **Veilstorm**, or perhaps even a Malevolence.

## Effects of Veilstorms

* Can be extremely varied.
* Devastated the world when the Veil was pierced.
* Winds, rain, and destructive magic.
* Not always pure destruction, but nobody welcomes their coming even with the occasional good fortune that can arise.
* The frequency of these storms has decreased over the years as “The Three” and their armies have stabilized small parts of the world.
* In gameplay, a Veilstorm may have an effect on spellcasters, such as changing the power of spell cast, altering its basic nature, harming the casters, and lots more.

## Effects of a Malevolence

* The worst Veilstorms are called **Malevolences**
* Malevolences carry dark magic that can literally transform the world and its inhabitants, reshaping their form and reality
* They were more frequent during the Age of Becoming, and helped to create many of the races of the world in *Camelot Unchained*
* Most often, the Malevolences do not cause positive changes, sometimes turning it`s victims into mindless Abominations
Winter Court

The **Winter Court** refers to the place were Sigurd would rule during his turn as king each year, prior to the founding of the One True City.

# Description

* The Winter Court is where Sigurd would rule for one third of the year
* A drafty, cold castle with very basic amenities
* Difficult to live in comfortably during the winter, though this was nevertheless Sigurd's choice
* Built by Dvergar master craftsmen
* Contains hidden tunnels
* Highly defensible

## History

Little is known of the history of this place, other than that it was commanded to be built by Sigurd long before the founding of the One True City.

### Age of Becoming

**Main Article:Tales of the One True City pt 2**
Built by Dvergar master craftsmen at Sigurd's command, with several hidden tunnels. Atop a cold mountain, the fortress was designed to be extremely defensible, albeit somewhat less than comfortable. This is where the throne with a dragon's head mounted is kept, as Sigurd's symbol of his might.

## Realm association

As the capital of Sigurd's rule at one time, this place is very much at the heart of the Vikings Realm.
Winter's Shadow

Motto

An adept archer, at home in the snow. A true Shadow can shoot while on skis or on foot, and they prefer yew-wood for their bows. They learn the importance of camouflage early in their training, and whole companies of Shadows have been known to sit silently in the snow for days at a time. A Shadow’s unique mastery of shields and other weapons makes them stand out from other archers. The bows of the Winter’s Shadows may not shoot the furthest, but their battle, survival, and skirmisher skills are impressive; especially for an archer.

## Key Features

Divine Intervention

Shield of Ullr

If using a shield, calls on Ullr to create a spectral wall of shields around the user. This wall intercepts blockable attacks against the user and their group members within range for a brief period of time, or until destroyed.

Death Curse

Winter’s Fury

Causes a snowstorm to descend from the skies, dealing frost damage over time to nearby enemies. Enemies who remain in the storm for more than a brief duration are affected by a frost debuff that reduces their movement speed for a duration based on their time within the storm. Group members within the storm gain a frost buff that increases their movement speed for a duration based on their time within the storm.

## Trivia

* The Winter's Shadow draws some parallels to the Dark Age of Camelot's Scout, which possessed the shield spec line for an archer.
* The concept of the Winter's Shadow comes from Ullr. Who in Norse mythology, is the god of snowshoes, hunting, the bow, and the shield.

## Revision History

* October 9th, 2015 - Class is revealed with the 2nd Fall Class Reveal Livestream
Wisp

Wisps are the most effective of all the scouts at moving undetected through enemy lands, at least during the day. They are the fastest and hardest to kill, but their glowing bodies make them easier to see at night, especially in swamps. This power comes at a price: Their souls are bound to their lanterns, and these lanterns can be destroyed (and can regenerate like bodies) by enemies, which hurls the Wisps’ souls into the Veil, trapping them until they can either escape or their lantern regenerates. Stories are told of travelers who lose their way in bubbling waters, thinking they might follow where only the Wisps should dare to tread.

## Key Features

Divine Intervention

Intensify

Direct a bright beam of light at an enemy target, inflicting a radiant debuff that reduces their vision and movement speed.

Death Curse

Burst

The Wisp explodes, causing a brilliant “light show” and shockwave that knocks nearby enemies back, removes a large amount of stamina, and applies a radiant debuff that causes a large amount of damage to each target if they move or use abilities within a brief duration.

## Trivia

* The class appears to be derived from the Will-o'-the-Wisp of British folklore.

## Revision History

* October 30th, 2015 - Scouts were revealed during the 5th week of the Fall Class reveals.
The Merchant

*This article is a stub. You can help Camelot Unchained Wiki by expanding it.*

**The Merchant** is the most horrifying and powerful villain that has yet surfaced in the lore of Camelot Unchained. He appears in several stories, always as someone offering power or a great deal, only to find a way to make someone serve the evil of The Depths.

## Notable achievements

* Tricked Nuada into committing great destruction to serve The Depths
* Tricked the Speakers of Lies into creating the Golems as slaves
* Hints that he was involved in the Second Breaking of the world

## Key known skills

* Many powers related to The Depths
* Can create massive illusion spells, over entire armies
* Can sprout deadly tentacles instead of legs
* Can summon both real and imaginary treasure

## Key characters encountered

* Nuada
* Nimue
* John Bigboote
* Bres
* Speakers of Lies

## Key timeline information

* Seems to be as ageless as The Depths themselves

## References

1. ↑ Silverhands Becoming story
2. ↑ Golems Becoming story
Tuatha Dé Danann Racial Names

*Lore-Friendly Names for the Tuatha Dé Danann*

This is a reference article cataloguing all of the names and their references from the Tuatha Dé Danann lore.

## Bean Sidhe

### First Names

Badhbh (f)
Crimthann (m)
Donn (m)
Mongfhionn (f)
Sacriphisto (m)

### Last Names

There are no known Bean Sidhe last names or family names at this time.

## Fir Bog

### First Names

Eochaid (m)
Obdgen (m)
Rindal (m)
Teia (f)
Tiu (f)

## Hamadryad

### First Names

Emon (m)
Hamadryas (f)

## Luchorpan

### First Names

Aingeal (f)
Angha (f)
Cluri (m)
Donnie (m)
Gadai (m)
Lurigdawne <sp> (sex unknown)
Ortu (m)

### Last Names

There are no known Luchorpan last names or family names at this time.

## Silverhand

### First Names

Bres (m)
Callin (m)
Nimue (f)
Nuada (m)

### Last Names

There are no known Silverhand last names or family names at this time.

## Revision History

* August 9th, 2016 - compiled by Messy1 and formatted by glakuns.

## References

1. ↑ Bean Sidhe Becoming
2. ↑ Bean Sidhe Becoming
3. ↑ Bean Sidhe Becoming
4. ↑ Bean Sidhe Becoming
5. ↑ Great Depths Raid
6. ↑ Fir Bog Becoming
7. ↑ Fir Bog Becoming
8. ↑ Fir Bog Becoming
9. ↑ Fir Bog Becoming
10. ↑ Fir Bog Becoming
11. ↑ Fir Bog Becoming
12. ↑ Fir Bog Becoming
13. ↑ Hamadryads Becoming
14. ↑ Hamadryads Becoming
15. ↑ Hamadryads Becoming
16. ↑ Luchorpáns Becoming
17. ↑ Luchorpáns Becoming
18. ↑ Luchorpáns Becoming
19. ↑ Great Depths Raid
20. ↑ Luchorpáns Becoming
21. ↑ Ortu's Story
22. ↑ Silverhands Becoming
23. ↑ Ortu's Story
24. ↑ Silverhands Becoming
25. ↑ Silverhands Becoming
The Veil

*This article is a stub. You can help Camelot Unchained Wiki by expanding it.*

**The Veil** is a living, sentient and very closely connected to the use of stealth and magic in the "outter" world. It`s connection with Dragons was also hinted at. A very mysterious being which gives another dimension to the Great War and exists in the space between this world and that of the Emissaries.

## Facts about the Veil

* **The Veil** is very sensitive to Magic, and great concentration of it - usually caused by bigger battles - can easily trigger a Veilstorm.
* **The Veil** is the natural ambient and the scene for the endless battles of the stealth classes of Camelot Unchained - VeilWalkers and VeilStalkers.
* The First Breaking of the world happened when **the Veil** was pierced, and it responded violently.
* **The Veil** reacted to the Piercing by creating the devastating Veilstorms, some culminating into cataclysmic Malevolences that destroyed the known world or changed its surviving residents to new races or abominations.
* As a living thing, **the Veil** seems to respond with emotion, though it is also a part of the fabric of reality.

## Gallery

* The Malevolence
* The VeilWalk
* The Veilstorm

## References

The Coming of the Emissaries pt 1

The Announcement of the Stealth Unchained Stretch Goal
Tiu

Daughter of Eochaid and Teia. They left the city and went to the Móine Alúine to keep her safe from the Council.

## Notable Achievements

* Wild and carefree
* Warmest heart and the gentlest touch of any creature in the forest
* Survived near drowning in a water pit

## Key known skills

* Woodchild and warrior
* Became a Fir Bog
* Friends with the forest dwellers (Luchorpán)

## Key Characters encountered

* Eochaid
* Teia
* Obdgen

## Key Timeline info

* Her story occurs some time after the First Breaking
APEX Status

**APEX Status** is one of the datapads found in the Nexus. It is located in the Militia Office.

## Text

Lieutenant,
Based on status report 16-C, it seems we're no closer to gaining a foothold in any sector. Without decent recon and greater intel on this enemy, I'm starting to think our efforts are futile. The risks involved and continued loss of resources and lives makes it hard to justify.
With morale this low, we need to scale down expectations again.
Kandros
About Kadara

**About Kadara** is one of the terminal entries from Vetra Nyx located on the Tempest.

## Text

To: Ryder
From: Vetra
Hey Ryder:
One of my "friends" from Kadara sent a list of tips for surviving there. It's mostly common sense, but there are some gems:
- No one knows who the Charlatan is. Asking's dangerous.
- Be really careful dealing with Sloane and anyone who works for her.
- Politics on Kadara are less about who's got the biggest stick and more about who's willing to use the sticks they have in creative ways.
- There's a hole-in-the-wall place in the slums that make the best cup of quilloa.
- DO NOT MIX QUILLOA WITH OTHER STIMULANTS NO MATTER WHAT ANYONE SAYS (Humans only.)
- Don't ask Umi the bartender to "surprise you."
Vetra
A Job for Danny Messier

**A Job for Danny Messier** is a non-journal mission that doesn't appear in the Journal. It is acquired by talking to Danny Messier in Prodromos on Eos. It is also possible to stumble upon Danny's locations while traveling and Danny will call out for the Pathfinder's help.

## Locations

Danny Messier will appear with an Ally iconabove his head when Ryder gets close enough to his location. This location may or may not show on the overhead map.

* Flora and Fauna Location
* Kett Location
* Remnant Location

## Notes

Danny first appears in Prodromos. If Ryder engages him in conversation, he'll ask for advice on what to do. Ryder can suggest three options:

* *Patrol. Watch for kett.* - A mix of kett enemies will attack Ryder.
* *Maybe study flora and fauna?* - Multiple Kaerkyn will attack Ryder.
* *Examine Remnant?* - A mix of remnant enemies will attack Ryder.

Once Ryder has chosen a field of study for Danny, he will move to that location.

After Ryder rescues Danny for the first time, he'll say that he's going to choose a different field of study. Danny will then move to the new field of study location. Ryder can then rescue Danny for a second time at the new location. After saving Danny for the second time, he will comment on the last field of study and then move to that location (if three choices are available at the start of the mission).

Rewards for the mission are only given after the first rescue. There are no additional rewards for rescuing Danny at subsequent locations but XP is earned for defeating his attackers.

It's not entirely clear why but sometimes if Ryder has completed a kett-related mission on Eos, the kett option will not appear when speaking to Danny in Prodromos. It is recommended to complete this mission right after the radiation clears on Eos. The planet will now be fully accessible and this is before Ryder has completed any of the kett-related missions.

## Rewards

*After first rescue:*

* +270 XP
Air Filters

**Air Filters** is one of the terminal entries on the Nexus. It is located in Spender's quarters in the Common Area, accessible only during Nakmor Drack: Krogan Betrayal.

## Text

To: William Spender
From: Nakmor Kesh
Spender,
Del Jasin told me you denied her request for properly functioning air filters? Do you realize how important it is to keep our staff healthy and working? I can't understand why you'd try to block this. It's getting to the point where I need to talk to Addison about your conduct.
I'm sorry, but this is getting ridiculous.
Kesh
AR Heavy Stock I

The **AR Heavy Stock I** is an assault rifle mod.

+3% Assault Rifle Weight

### Multiplayer

The AR Heavy Stock I can only be randomly found in Technical Mods Packs or by purchasing a Random Weapon Mod (Common) from the Store.

## Restrictions

This mod can be equipped on any assault rifle.

## Notes

Accuracy is a different weapon property than stability. The accuracy of a weapon will change the size of the aiming reticle. Stability reduces the kickback and rise of the weapon during firing.

The multiplayer stats shown are accurate as of Multiplayer Update - November 7, 2018.
Veilstalker

*This article is a stub. You can help Camelot Unchained Wiki by expanding it.*

The founders of this class were the first in the Realms to discover the ability to walk through the Veil. As such, Veilstalkers are a bit proud, or even sometimes haughty, when it comes to their place in history. Their ability to move through the Veil is unsurpassed among the Realms, for they possess a deeper history and knowledge of its mysteries. However, over time, this mastery comes at a sacrifice: their bodies pay a heavier price for walking through the Veil than other classes do.

## Key Features

Divine Intervention

Arcane Purge

Purges the target’s earth, water, fire, air, frost, and lightning buffs with a total amount of power based on the user’s remaining Arcane Charge.

Death Curse

Interdimensional Overload

The user’s body bursts into an explosion reminiscent of the Piercing of the Veil when they die, creating a large amount of Veil disturbance and dealing high disruption to all nearby enemies.

## Revision History

* December 4th, 2015 - Veilstalkers were revealed during the last week of the Fall Class Reveals.
AR Heavy Stock IX

The **AR Heavy Stock IX** is an assault rifle mod.

+9% Assault Rifle Weight

+9% Assault Rifle Weight

## Acquisition

### Singleplayer

The AR Heavy Stock IX is automatically available as soon as Ryder reaches Level 71. This mod can be found during gameplay from Levels 71 - 80 at certain merchants, inside various containers, or on bodies of defeated enemies.

### Multiplayer

The AR Heavy Stock IX can only be randomly found in Technical Mods Packs or by purchasing a Random Weapon Mod (Common) from the Store.

Acquisition of the AR Heavy Stock IX requires having the AR Heavy Stock VIII.

## Restrictions

This mod can be equipped on any assault rifle.

## Notes

Accuracy is a different weapon property than stability. The accuracy of a weapon will change the size of the aiming reticle. Stability reduces the kickback and rise of the weapon during firing.

The multiplayer stats shown are accurate as of Multiplayer Update - November 7, 2018.