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Warhammer Info - Shenanigans - DAOC 2


Some two thousand years after the epic medieval wars of Dark Age of Camelot, the forces of Hibernia, Albion, and Midgard continue their epic struggle in space! Albion's Excalibur-Class destroyers patrol the heavens on a silent Novembruary evening. The last rays of the day's sunlight disappear behind the ice planet Snowdonia as the Albion armada silently glides onward. Out of nowhere, one of the destroyers erupts in flames and implodes as a Midgard Savage Galactic Battle Cruiser emerges out of cloaking! The Excalibur-class destroyers turn their laser ultra photon cannons to fend off the Savage Galactic Battle Cruiser when a Hibernian Battle Sprite suddenly comes out of warp to enter the fray! The Hibernians launch an incredible volley of Eldritch guided missiles at the Albion fleet...


Meanwhile... Thousands of miles below, on the war-torn planet of Snowdonia, Hibernian SEED Soldiers use their naturalization rays to overrun a Midgard space port. Helpless inside, the Floating Troll Ultra-Mages do their best to hold down the fort against the Hibernian army. Suddenly, Albion drop pods descend from the sky, unleashing their elite special forces, the Grail Seekers!


Welcome to futuristic RvR combat. Welcome to all out war. Welcome to... DAOC 2. This time it's personal.






Albion Classes


Grail Seeker

The Grail Seekers are devout men of the church that also serve as Albion's elite strike mission soldiers. Grail Seekers are able to quickly enter any battle by using drop pods launched from space stations and orbiting starships. The drop pods are fired much like an artillery shell with pinpoint accuracy onto the earth. The Seekers are equipped with hand held rail guns which pack an incredible destructive force and personal rocket packs that allow limited flight and mobility once on the ground. If that is not enough cool for one class, every Seeker has a mural of King Arthur doing battle against a Tyrannosaurus Rex tattooed on their back.

Skills
Railgun Mastery - Provides the Grail Seeker with 25% faster weapon reloads for 60 seconds.
Drop Pod - While on a allied space station, the Grail Seeker can watch his group via a remote camera. The Grail Seeker can launch himself down to the battlefield whenever he deems necessary within a 200 yard radius of his group. Flight time is between 5 and 10 seconds. The impact of the drop pod into the earth stuns and damages nearby enemies.
Jump Jets - Quickly fly anywhere within 100 yards. The Grail Seeker may fire while airborne. Reuse timer of 30 seconds.



The King of the Britons takes on the King of the Dinosaurs. It is believed that the T. Rex and King Arthur agreed that the winner of this epic duel would inherit the earth. Arthur of course won and that is how the dinosaurs actually became extinct.


Hyper Nunchucking Space Assassin

The Hyper Nunchucking Space Assassins (HNSA) are a perfect blend of magic and technology, enabling them to be a melee murder machine. The best strategy for defeating the HNSA of Albion are to keep them at range. Now, I know what you're thinking. Nunchucks? In Arthurian lore? Somewhere around 30th expansion of the original DAOC, Albion expanded into the orient, acquiring the new Ninja and Samurai classes.

Skills
Celerity - Increases nunchuck swing speed by 25% for 30 seconds.
Not in the face! - Aimed attack style that causes minor damage, but stuns the opponent for 5 seconds.



Bionic Grenadier

Albion research scientists have long pursued bionic technology, but only recently came out with a major advancement capable of being useful to the war effort. Soldiers upgraded with a bionic arm can throw heavy objects extremely long distances, such as grenades, bombs, and people. Hurling allies over fortress walls has proven to be an excellent siege weapon.

Skills
Frag Grenade - GTAE targetted heavy area effect damage. Maximum range of 200 yards.
Throw Ally - Throws a nearby ally to the Grenadier's ground target. Useful for rescuing an ally under attack or launching an ally into the fray (such as the Hyper Nunchucking Space Assassin). Maximum range of 100 yards. Reuse timer of 20 seconds.
Throw Enemy - Throws a nearby enemy to the Grenadier's ground target. Maximum range of 100 yards. Reuse timer of 20 seconds.



Napalm Wizard

The fire wizards of Albion have evolved over time with the aid of napalm, turning entire battlefields into wildfires. If a Napalm Wizard has enough time to set up and work his magic, enemy forces will be pretty much forced to retreat else be burned alive.

Skills
Conflagration - Ignites 30 square yards around the Wizard's grount target into flames. Enemies standing in the flames take moderate heat damage. Lasts for 60 seconds.
Immolate - An enemy is covered in flames, receiving moderate fire damage over the next 20 seconds. If the enemy moves within 3 yards of another enemy, they also burst into flames. The effect can chain an unlimited amount of times - even back to the original target - and can only be completely stopped by enemies spreading out.





A floating troll ultra-mage, a dwarf with his mutant beard for legs, and a kobold with a ultra long range transmission station in his helmet overlook a fortress currently under Hibernian control. Note that the kobold has no shadow.


Midgard Classes


Floating Troll Ultra-Mage

While the trolls of the original DAOC were renowned as muscle-bound brutes, today's trolls have ascended to a higher plane of thought, under the guidance of Thor. As their name suggests, Floating Troll Ultra-Mages traverse the battlefield by simply levitating off the ground. In combat, they call down the wrath of Thor and use devices known as "Lightning Cleavers" to amplify it's strength before electrocuting their enemies.

Skills
Chain Lightning - Deals massive damage to one target before jumping to another. Deals 25% less damage to each additional target. Maximum of 6 jumps.
Concentrate - Immediately restores 25% of the user's maximum power.
No, Really Concentrate - Immediately restores 50% of the user's maximum power.



The Unshaven

Somewhere around the "Great Cataclysm of 700 Years Ago", all dwarves were exiled and sent to live in the caverns of Spindelhalla as their small stature was no longer useful to the Midgard military machine. Unfortunately for the dwarves, the Norstrom and Sons corporation began using Spindelhalla as a dumping ground for various radioactive materials shortly there after. They later claimed that they were "completely unaware" of the dwarf and svartalf residents living inside. Much like a superhero involved in a "terrible accident", the radioactive waste gave the dwarves a unique gift - mutant beards! The svartalfs simply died off due to radiation poisoning. But back to the mutant beards - the new dwarven beards were incredibly dexterous... the dwarves used them for:

- walking
- pole vaulting
- deflecting bullets
- absorbing magical spells
- eating breakfast cereal

The army generals of Midgard immediately recognized a potentially fantastic weapon and welcomed the dwarven population back into Midgardian society in exchange for 10 years of service in the military. The dwarves accepted the offer and formed their own regiment: The Unshaven.

Skills
Entangle - Trip up an enemy with your beard. One target enemy in melee range cannot move for 15 seconds.
Charge - The Unshaven uses his beard to quickly run across the battlefield. 100% speed increase for 10 seconds.
Beard Beatdown - Pummel an enemy with your beard for massive damage.



Kobold Telecommunications Expert

The forces of Migard have used their incredible stealth technologies to hide massive rail gun artillery cannons in orbit around key planets. Unfortunately, the artillery cannons need precise location target data in order to be effective. Enter the Kobold Telecommunications Expert. The KTE wears a massive pointed helmet that houses a state of the art ultra low frequency radio tower, capable of sending artillery targeting data to those orbiting rail gun cannons, thousands of kilometers into space. The radio tower is hooked directly to the KTE's mind, transmitting data on the fly at the speed of thought. The KTEs also have one very limited magical ability - they have no shadows. Mostly because our concept artist forgot to draw them in.

Skills
Call in the Artillery - Sends a message up to the orbiting artillery stations to fire on the specified ground target. 5 second delay for railgun artillery to hit designated ground target after launch.
Surf the Radio - Search local FM stations for good tunes. Provides the KTE with a 4 minute HP buff.
Ramming Speed! - The KTE attempts to skewer an opponent on his helmet. Low % chance to hit, but deals high damage when successful.



Thane

2000 years into the future hasn't changed a damn thing. Thanes still blow chunks.

Skills
AE Hammers - Hey, at least they look cool.
Underpowered Hybrids - Triggers an external script that auto-creates a VN whine thread about how Thanes are the "red-headed step child of DAOC 2".





Hibenia Classes


SEED Soldier

The elite fighters of the Hibernian ground forces are members of fanatical cult that calls themselves SEED. Only the highest ranking members of the SEED cult know what the acronym SEED stands for, but dang is it catchy. The SEED soldiers inject plant fertilizer directly into their bloodstream before entering battle, claiming the spirits of nature enhance their combat prowess. The reality is 95% of SEED Soldier fatalities are due to having plant fertilizer in their bodies in the first place. In the field, SEED Soldiers typically use highly advanced naturalization rays to combat the forces of Albion and Midgard, reducing advanced technology to dirt.

Skills
Naturalization Ray - Deals damage to an enemy target. Enemies with high Technology scores take double damage.
Fertilizer Injection - Provides the user with a 30 minute buff that continually deals damage to self over its duration.



Plantpeeple

The Sylvans have long ago gone the way of the dodo bird, but through years of genetic enhancements, Hibernian scientists are closing in on the perfect life form. These half-plant-half-men prototypes, called "Plantpeeples", prove to be very resilient soldiers on the battlefield - capable of enduring vast amounts of punishment from enemy weaponry. Plantpeeples gain bonus buffs when engaged in battle outside during the day, due to photosynthesis effects. Plantpeeples are also quite vulnerable to fire.

Skills
Photosynthesize! (passive) - If outside, it is daytime, and there are no adverse weather conditions such as rain, snow, or sleet, the Plantpeeple receives a 20% bonus to all skills and stats.
Spore Cloud - The Plantpeeple unloads a PBAE cloud of spores attack, that stuns any nearby opponent for 10 seconds.
Thorns - All incoming melee attacks against the Plantpeeple reflect 50% of the damage back at the attacker for 15 seconds.



Verdant Stalker

The Verdant Stalkers are a mysterious group of druids that have lived as hermits in the far reaches of the Hibernian Republic for ages. The Verdant Stalkers are one of Hibernia's stealth classes, but of a very different and interesting variety. They have devoted generation after generation towards total mastery of shapeshift magic. So far they can turn themselves into a tree. By using this incredible gift, a Verdant Stalker can nearly completely blend into a forest. Dev Note: Alpha tests seem to be showing Verdant Stalker stealth is not working as intended in cities, deserts, or outer space.

Skills
Transform (tree) - The Verdant Stalker transforms into a tree until cancelled.
Grow Fruit (passive) - If in treeform for more than 3 days (gametime days) straight, the Verdant Stalker will grow fruit that allies can pick and eat to restore some lost HP.
Provide Shade (passive) - While in treeform, nearby allies do not receive random sunburn status ailments.



Exclusive Verdant Stalker concept art.


Battle Bard

After enduring centuries of endless ridicule, advanced technology has finally allowed the Battle Bards of Hibernia to become formidable foes on the battlefield. They are armed with custom built Sonic, Not the Hedgehog, Rifles, which emit powerful sound shock waves that can send waves of enemies flying backwards, rupture their eardrums, or even cause their clothes to disintegrate. Because of the massive power these rifles hold, the Battle Bards have given up on the ancient magics of their ancestors. Besides, after this many patches, CC just ain't what it used to be. No big loss.

Skills
Shockwave / Low-Pitch Setting - Knocks back all enemies directly in front of the Battle Bard 30 yards.
Shockwave / High-Pitch Setting - All enemies directly in front of the Battle Bard take high sonic damage.
Shockwave / Underpants Setting - Disintegrates any and all underpants directly in front of the Battle Bard. Enemies effected by this shockwave receive a temporary debuff called "Surprise, You're Going Commando!" that reduces agility.