Custom Classes

There are over 21 Custom Classes that Conquest of Azeroth has to offer.

NECROMANCER:


Necromancers are dark mages whose obsession with death influences the very spells they weave. Outcast by most civilized societies, these wizards summon armies of the undead to serve them in battle. When a more direct approach is needed, they rely on Frost and Disease spells to cripple and drain their foes. Not all necromancers are evil, but many find solace and companionship only with those who share their intense desire for knowledge, no matter the price.

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SUN CLERIC:


Sun Clerics are devout disciples of the burning sun and sands. Drawing power from Sunlight generated through their spells, they can heal friends, empower allies, and sear the flesh from foes. Though traditionally only lightly armored, some Sun Clerics choose to follow the Path of the Valkyrie, becoming Sun Knights. These heavily armored bastions lead the charge in their crusade against darkness, shining like a beacon for allies following in their wake.

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STARCALLER:


Starcallers are shimmering knights of Elune: Moon Knights, defenders and huntresses both. These heavily armored fighters use a combination of martial weapons and lunar magic to protect allies and sear foes. Often intimately in-tune with the Arcane, Starcallers rely on their immense mana pool to invoke powerful astral magic, empowering both their offense and defense as they lead allies to victory.

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REAPER:


Reapers are shadowy wraiths possessed by the spirits of the weapons they wield. Harvesting souls to cast sinister spells, Reapers wander through Azeroth's Spirit World, only materializing in the physical plane to strike down hapless prey. Any damage they sustain in a fight can be instantly healed, provided they’ve carved up enough of their enemy's flesh.

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TINKER:


Tinkers are eccentric inventors that create, deploy, and assemble mechanical devices to devastate foes and defend allies. With a blunderbuss as their primary weapon, most Tinkers prefer to put their finesse into their inventions, rather than their combat. Bombs, remote detonation mines, turrets, mechano-spiders, and more are in the Tinker's toolkit, making them invaluable members to any adventuring party.

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STORMBRINGER:


Stormbringers are electrifying wizards that that harness the power of wind and rain to hurl shocking blasts at foes. At home in torrential hurricanes, these casters are both armored and mobile, able to dart around the battlefield as a ball of lightning. However, those who revel in the storm, beware: casting spells builds charges of Static, increasing your damage, but bringing you ever closer to Discharge--and an inevitable end.

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KNIGHT OF XOROTH:


Knights of Xoroth take their name from the burning world of Xoroth: a Legion world tormented by eternal hellfire. Deadly wardens of plague and flame, these Knights are, in truth, the spirits of Xorothian demons infused into mortal corpses. Now free of their Warlock masters, a Knight of Xoroth must find new meaning in this foreign world, else burn it to ash with apocalyptic hellfire.

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Side Note: This has been one of the most popular classes so far as of Launch, and back when LiquidOS ran the server himself.

Barbarian:


Barbarians are savage fighters that rely on brute strength and agility to cleave a bloody swath through foes. They can also call upon the spirits of their ancestors to bless and heal allies, ensuring that while there's bloodshed to be had, no one falls. These tribal warriors can even summon the might of the ancient Valkyr to aid them in battle, resurrecting allies--even when dead themselves.

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CULTIST:


Cultists are dark servants of the Old Gods, sworn to restore the Black Empire and bring about the Hour of Twilight. Generally frail, these mortals make up for their weak bodies with powerful weapons, heavy armor, and shields. Yet the equipment they wear pales in comparison to their dark magic. Cultists can influence others with the whispers of the ancient Gods, summoning tentacles, healing allies, and even transforming into ancient horrors.

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PYROMANCER:


Pyromancers are explosive wizards wreathed in magic flame. Few can match their raw destructive power, and fewer still survive an encounter with these hot-tempered mages. All manner of fire magic falls under their domain, from conjuring phoenixes and flaming orbs, to summoning cataclysmic meteors and bolts of searing heat. The strongest Pyromancers can even transform into Dragons.

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RANGER:


Rangers are the ultimate spies and scouts. Versatile and resourceful, he can can switch from sword and shield to bow at any time, weaving a flurry of arrows into melee combat. Rangers can make use of various War Horns to empower their allies, and can slip into the shadows to investigate enemy camps and bring back news to friends. Perhaps most unique of all, the Ranger can acquire Hide by slaying foes to craft temporary armor buffs, increasing the effectiveness of both himself and allies. A true jack of all trades, the Ranger is a welcome addition to any party.

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RUNEWEAVER:


Runeweavers are sorcerous assassins who devote themselves mind and body to the arcane art of Rune Crafting. Using runes, they can convert all damage they sustain to their Mana Pool, enhance their Rune Daggers, conjure devastating Arcane magic, teleport themselves and allies, and even summon runic pets to serve them. Runeweavers are complex and mysterious casters. Like their magic, they take time and dedication to master.

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DEMON HUNTER:


Agile warriors who have sacrificed everything in their pursuit of destroying the Burning Legion, this new take on the Demon Hunter class allows you to build as either a Felfire Caster or an Agile Mage Assassin. Dart across the battlefield with sinister fury using your signature Warglaives in conjunction with chaotic Fel magic. Soar through the air in a blaze of fel flame and decimate foes who stand in your way.

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GUARDIAN:


Guardians are valiant fighters who have dedicated their lives to mastering arms and armor. Battle hardened and war forged, these Heroes find comfort in times of peace with trusted friends, but are no strangers to bloody battlefields and the banners of war. Capable of withstanding huge amounts of physical damage, these frontline fighters can easily change fighting styles by switching weapons to suit their needs.

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WITCH HUNTER:


Witch Hunters are deadly lone wolves dedicated to rooting out and destroying evil. Highly mobile, resourceful, and merciless, these crossbow-wielding hunters destroy any foe that they perceive as a threat. Using an array of potions and grenades, they can strengthen their shots, empower their silver blade, take down foes before escaping into the night. No evil shall escape their sight.

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Son Of Arugal:


The Son of Arugal is a ferocious hunter, shredding foes to pieces with vicious claw and bite attacks. Overcome by the ancient worgen curse, this savage stalker can lap the blood up from wounded foes, leaping through forests in pursuit of prey. In addition, they can switch back to their human form to become powerful Blood Mages, using sanguine magic to heal allies and themselves.

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MONK:


Monks are monastery initiates typically found in temples and abbeys. Though pacifists by nature, the growing threat of war looming on the horizon has inspired many of these devotees to train in martial combat. Infusing the Light they worship into runes, they can imbue holy magic into weapons or their own furious fists. These faithful warriors seek to bring peace across Azeroth; even if it requires force.

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CHRONOMANCER:


Chronomancers are masters of space and time, wielding the magic of the Bronze Dragonflight to age foes, hasten allies, and turn fights in their favor. Chronomancers naturally leave duplicates of themselves when they travel, and can return to an earlier version of themselves whenever they desire. Additionally, they can harness Chaos Magic to unravel their foes--bringing enemies to an un-timely end.

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Disciple of Shadra:


The Disciple of Shadra is a silent stalker that has pledged herself to the great spider Loa, Shadra. Imbued with poisons and shapeshifting power, she can transform into all manner of insects--from spiders, to scorpions, to deadly nerubians. Using these forms, the Disciple of Shadra can drain the life from foes, crippling them with poisons and webs before finally taking their last spec of life with a deadly bite.

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PRIMALIST:


Primalists are spiritual war-masters connected to the very soul of Azeroth. They can build rage by harnessing besital power, invoking the spirits of Bears, Wolves, Eagles, and more. Primalists also serve as powerful Geomancers, causing earthquakes and rock-slides to damage foes. Still further, they can use their connection to Azeroth to tap into the power of elemental planes, ushering Wind, Water, and Fire into their attacks.

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WITCH DOCTOR:


The Witch Doctor is a powerful tribal shaman, intricately connected with the ancient Loa spirits. Potions, totems, hexes, and curses make the Witch Doctor the ultimate enfeebler, able to help allies and hinder foes with his maddening array of crippling magic. Often secreted away in caves and deserts, the Witch Doctor excels at Solo Play, able to sustain themselves near indefinitely as foes collapse to their knees beneath the weight of voodoo magic.

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