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Heretic

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Heretic
Heretic class icon
The Heretic is a Dark Priest/Evil Cleric class. It starts out as a member of The Church of Albion (as an Acolyte), but at fifth level renounces the Church and becomes an adherent of Arawn, the lord of the underworld who was introduced in the Shrouded Isles expansion. Heretics are able to use flexible weapons, but are restricted to cloth armor as well as small shields. As evil Clerics, they fit into the hybrid category, with both the use of combat styles and high-damage focus spells.
The Heretic's specialization spell lines are unique in Dark Age of Camelot. Where the Cleric and Friar classes have Rejuvenation baseline/Rejuvenation specline and Enhancement baseline/Enhancement specline spells, the Heretic will have Rejuvenation baseline spells and Arawn's Fire specline spells, as well as Enhancement baseline and Cthonic Accretion specline spells. This allows the Heretic to spec high in their offensive damage line, while receiving the benefits of a high Rejuvenation/Arawn's Fire spec for the Rejuvenation baseline spells. The Arawn's Fire spec includes single target and area effect focus damage spells. Strategically, that means the Heretic will start attacking a target, and while their damage will start off slowly, it will eventually ramp up over the course of 10-20 seconds to match that of a pure damage dealing caster. Arawn's Fire also has lower damage, uninterruptible versions of the focus damage spells, as well as a focus DD/Snare and an insta-cast snare for escape purposes. Rounding out the line is a twist on the basic resurrection spell where the Heretic can raise a dead realmmate - but as a horribly twisted creature that can do damage to enemies for a period of time before reverting back to normal form with only a small number of hit points remaining.

Attributes & Races Edit

Briton 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Avalonian 60 + 45 60 + 23 45 + 15 45708060602% Crush3% Slash5% Spirit
Inconnu 60 + 45 70 + 23 60 + 15 50507060602% Crush3% Thrust5% Heat5% Spirit
Minotaur 60 + 45 50 + 23 70 + 15 80406060604% Crush3% Heat3% Cold

Abilities & Specialization Edit

409s.png Sprint
abilitys.png Tireless (15)

Combat
Flexible
Crush
Shield

Magic
Rejuvenation
Enhancements

Armor
104s.png Cloth

Weapon
209s.png Staves
211s.png Crushing
2532s.png Flexible
226s.png Shield (Small)

Master Levels
2660s.png Banelord
2610s.png Perfecter

Sub Classes
3696s.png Disciple
3702s.png Elementalist
3628s.png Fighter
3699s.png Mage
3636s.png Rogue

496s.png Alchemy
498s.png Armorcraft
485s.png Basic Crafting
489s.png Fletching
488s.png Spellcrafting
492s.png Tailoring
499s.png Weaponcraft
497s.png Siegecraft

TacticsEdit

PVE this pet has been nerfed so that PvE as a solo is almost useless.Edit

Geharis labyrinth contains many pets in the 50-70 ranges with most being 52-55.  The pets you can obtain currently cannot sustain multiple target defense. And the Heretic is unable to retain enough power to defend the pet, not the ability to defeat any mobs that attack him while the pet is engaged.

RVREdit

Realm AbilitiesEdit

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

ras.png Augmented Acuity
ras.png Mastery of Blocking
ras.png Mastery of Magery
ras.png Physical Defense
ras.png Wild Power

ras.png Augmented Constitution
ras.png Augmented Dexterity
ras.png Augmented Quickness
ras.png Augmented Strength
ras.png Avoidance of Magic
ras.png Long Wind
ras.png Mastery of Focus
ras.png Mastery of Healing
ras.png Mastery of Pain
ras.png Toughness
ras.png Wild Healing

ras.png Ethereal Bond
ras.png Lifter
ras.png Serenity
ras.png Veil Recovery

3029s.png Bedazzling Aura
3035s.png Divine Intervention
3018s.png Perfect Recovery
3010s.png Purge

3000s.png First Aid
3006s.png Mastery of Concentration
3008s.png Mystic Crystal Lore
3009s.png Raging Power
3002s.png Second Wind
3007s.png The Empty Mind

Realm Rank 5 Ability Edit

Name Fanaticism
Reuse 15 minutes
Effect All Heretic groupmates who are able to bind at a keep or tower lord receive a reduction in all spell damage taken for 45 seconds.

Useful ArtifactsEdit

Weapon
Armor
Jewelry

  • Alvarus' Leggings
  • Arms of the Winds
  • Aten's Shield
  • Band of Stars
  • Battler
  • Belt of Oglidarsh
  • Belt of the Sun
  • Bracelet of Zo'arkat
  • Bruiser
  • Ceremonial Bracers
  • Cloudsong
  • Crown of Zahur (Caster)
  • Cyclop's Eye Shield
  • Dream Sphere
  • Eerie Darkness Lightingstone
  • Egg of Youth
  • Eternal Plant
  • Flamedancer's Boots
  • Flask
  • Foppish Sleeves
  • Gem of Lost Memories
  • Guard of Valor
  • Healer's Embrace
  • Jacina's Sash
  • Kalare's Necklace
  • Maddening Scalars
  • Malice Axe
  • Nailah's Robes (Vest in Midgard)
  • Night's Shroud Bracelet
  • Orion's Belt
  • Ring of Fire
  • Ring of Unyielding Will
  • Sceptre of the Meritorious
  • Scorpion's Tail
  • Snakecharmer's Weapon
  • Snatcher
  • Tablet of Atlantis
  • Partial Use:
  • Crocodile Tear Ring
  • Harpy Feather Cloak
  • Phoebus' Harp

Other Useful ItemsEdit

Weapons
Jewelry
Mythirian

LoreEdit

Long ago, Arawn perceived unrest among those who served him. The Inconnu too often ventured to the Deadlands, tempted to disturb the souls that roamed there out of spite. This angered the Lord of the Dead, and in response he created the Heretics. Part internal security force and part inquisitors, the Heretics were feared and respected throughout the ranks of Arawn's minions. Charged with maintaining strict discipline and unquestioning loyalty, the Heretics were empowered by the Lord of the Dead to investigate any reports of corruption, possession or betrayal and carry out the necessary punishment and re-education.

In creating the Heretics, Arawn made one mistake. In order to better allow him to carry out his duties, he infused each newly-made Heretic with a fraction of his own power. This had an unintended side effect, which was discovered by one of the high-ranking Heretic Captains named Mal'Azak. During a foray into the Deadlands, Mal'Azak felt his powers grow dramatically. He realized that, like Lord Arawn, he could draw strength from the souls of those who had died. Mal'Azak suspected that if he could rally enough of his fellow Heretics to his cause, he might be able to overthrow Arawn and take his place. The plot was discovered, however, and Arawn, unwilling to risk another insurrection, destroyed the entire Heretic force.

When the Crypt of the Inconnu came under attack by a mysterious evil force lurking deep under the ground, Arawn was faced with a dilemma. His forces were already spread thin aiding the realm of Albion against the Drakoran in Avalon, and there is little hope of withstanding a direct assault against the Inconnu citadel without additional aid. Believing he has no other choice, Arawn has decided to bring back the Heretics. This new breed of Heretic, however, will be markedly different than the first. Arawn's new order of Zealots will be fearsome warrior-mages, able to channel their devotion to Arawn into righteous power.

At Lord Arawn's command, trainers have been dispatched to Albion, Avalon, and the Crypt of the Inconnu to prepare the next generation of Heretics for battle. Whether this fearsome addition to Arawn's forces will be enough to repel the invading army of Inconnu thralls remains to be seen.

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