The Armies of DestructionBlack OrcType: Tank
Specialty: he Black Orc is the definition of a dirty fighter. Besides being both tough as hardened leather and strong as an ox, the Black Orc employs a wide variety of dirty tricks in combat. To the Black Orc, winning is everything, and he shuns no means to accomplish his goal.
The special dirty attacks of the Black Orc cause various state effects in opponents, knocking them down, stunning them or otherwise disabling their ability to fight. They can set up combo attacks using a sequence of builders followed by a finishing attack. Black Orcs also employ taunt abilities to draw the attention of foes to themselves.
ShamanType: Healer/Support
Specialty: The Goblin Shamans veins course with the power of the mighty Greenskin WAAAGH! enabling him to channel the power of Gork and Mork.
The more fighting goes on around him, and very specifically the more damage spells and offensive spells he casts, the stronger his WAAAGH! becomes. As his WAAAGH! increases, so do the effects of his healing spells and buff spells.
It is therefore essential that the Shaman balance his efforts between offense and defense, as they supplement each other and increase his overall efficiency. The Shaman has to be engaged in a battle in order to pull off quicker and/or more efficient heals, and therefore should not be used exclusively as a "healbot".
Squig HerderType: Caster/Ranged DPS
Specialty: Unlike the name clearly implies, the Squig Herder handles just one Squig. The relatively small size of these critters conceals their aggressiveness and their nasty bite. The Squig Herder is able to call forth various types of these little monsters, and as he increases in power he gets access to many different breeds but only ever able to control one at a time. Squig herders control their squig with direct commands as per usual of a pet class.
The many different breeds of Squigs mean that they can be deployed in a variety of roles, from damage-dealing to poison-spitting to downright explosive. Even outside of combat, the Squig Herder may exploit his pet, some times turning them into hats or other wearables to enhance his own fighting prowess. Squig breeds that have been hinted at up to this point include: The Battle Squig, the Gas Squig, the Spiked Squig, and the Horned Squig.
As the Squig Herder moves around the battlefield, prodding and coaxing the Squigs to do his bidding, he suddenly becomes much more of a threat than his small stature would otherwise indicate. And even worse, for his enemies, the Squig he has called will keep fighting even if their master is slain. This, coupled with the sheer chaos and distraction that his pets can cause makes the Squig Herder a valuable addition to a team.
ChaosChosenType: Tank
Specialty: Tzeentch expects his Champions to be both ferocious warriors and cunning tacticians. As a result, Chosen who excel in these areas are granted profane rewards. These Dark Gifts allow the Chosen to manipulate the ruinous power of Chaos itself. While this provides them with ever greater strength, it also continually strips away any remnants of humanity that may still reside in the dark recesses of their memories. These powers pour forth from within their massive armor, and spill out as profane auras. In addition to causing an immediate effect when they first burst out from the Chosen's grasp, these lingering effects will continue to empower the player for several moments, allowing them to unleash melee attacks fueled by the unholy power of Tzeentch himself.
MaruaderType: Melee DPS
Specialty: There are three different mutations that the Marauder can reshape his body into, each of which serves a specific purpose and offers its own benefits. By changing his very body as needed, the Marauder is capable of dispatching most any enemy, but he must always be aware of the flow of battle and ready to mutate into a different form as necessary. A Marauder who chooses poorly will find his punishment to be swift and immediate, for he is helpless and vulnerable during the few moments that it takes his body to flow into a new form, and a perceptive enemy will leap at the chance to take advantage of this brief window of weakness.
ZealotType: Healer/Support
Specialty: The Zealot deals in symbols. He can place the symbols of Chaos on friend and foe alike. Those glyphs placed on Chaos’s loyal followers are called Marks, and can grant entirely new abilities. Those placed on the Zealot’s enemy are called Harbingers, and cause lasting affliction. The Harbingers are well named however, for their full potential is not immediately realized. Using powerful ritual magic, a Zealot can rob the subject of his Harbinger of life and spirit, draining it away to empower the Marks he has placed upon his allies with extraordinary abilities.
To use a Mark and start spreading the taint of Chaos, the Zealot first places a Dark Ritual on an area, basically aligning a huge targeting reticule on a nearby patch of ground to select where his ritual influence will be felt. This takes some time, and designates the area for affecting with various effects with the summoning of Harbingers. When each Harbinger is summoned (a manifestation, not an attackable physical creature), it debuffs enemies and buffs allies within the confines of the ritual circle.
MagusType: Caster/Ranged DPS
Specialty: The Magus travels the world mounted on a flying disc of Tzeentch. The disc is a gift given to the Magus from Tzeentch himself, and the disc and rider form a symbiotic bond together. The Magus commands the disc, directing its living energies according to his will, and uses it as a source of aethyric power. The disc is able to cast spells of its own, shooting bolts of lightning at its foes.
As a Magus advances and gains power, their disc becomes similarly more powerful, growing and transforming over time.
Dark ElvesWitch ElfType: Melee DPS
Specialty: Witch Elves are lightly armored, agile, battle-crazed Dark Elf females that use a combination of positional attack styles, flurries of frenzied attacks and daggers coated in poison to disable and destroy their opponents. When their Frenzy works them up into sufficiently high levels of bloodlust, they are able to channel it into blindingly fast and lethal attacks that can penetrate even the staunchest of defenses.
Disciple of KhaineType: Healer/Support
Specialty: Disciples use action points, like most other careers in WAR, to fuel attacks and other basic abilities. When they inflict damage with these attacks, they can drain the Soul Essence of an opponent by "Soul Reaping", which then in turn can be used to cast more powerful spells. The main abilities of the Disciple revolve around debuffing their enemies with curses and DoTs, while also using the stolen life force to heal, resurrect, and buff their allies.
As a healer, the Disciple focuses more on group healing, wielding Blood Chalices to augment their healing abilities. They have a range of AoE abilities that can benefit nearby allies, such as "Covenant of Vitality", which spreads an aura buff that grants all group members life-tap on attacks. They also have a group HoT (Heal Over Time) that many other healers do not have access to. Alternatively, they can choose to go with dual-wielding blades to be more offensively oriented. The relatively fast timings on their healing abilities allow them to be involved in combat without losing the power to heal through continuously taking hits and being interrupted.
Sorceress/SorcererType: Caster/Ranged DPS
Specialty: The Sorceress can tap into the raw Chaos energy of Dhar to fuel her spells. Dark Magic spells tend to be highly destructive, and the Sorceress is able to cast them quickly over a large area, unleashing powerful bursts of damage. Over-use of Dark Magic comes at a cost, however. Chanelling more and more Dark Magic gives a bonus to the chance of getting a critical hit with her spells, but should she channel too much, there is a risk that she will suffer a damaging backlash of magic energy. Becoming an accomplished Sorceress involves moderating your use of Dark Magic by careful selection of spells to cast, alternating the more powerful, dangerous spells with those of a safer nature.