Runes of Magic (RoM) is really a free massively multiplayer online role-playing game (MMORPG) produced by the Taiwanese developer Runewaker Entertainment and adapted for the English and German-speaking market by German company Frogster Interactive. After going through an open beta phase, the game was launched on 19 March 2009 and Chapter II - The Elven Prophecy was launched on 15 September 2009. The following chapter, Chapter III - The Elder Kingdoms, started April 22, 2010, however all of Chapter III did not become available until August 11, 2010. The latest Chapter, Chapter IV - Lands of Despair, was released June 16, 2011. The sport client is free of charge to download, with no monthly subscription fee is needed because the services are funded by real money transactions (RMT) within the Runes of Magic Item Shop.
The games includes the ability to pick three classes, which allows players to carry skills across classes because they switch together. There are two races available to play: Humans and Elves. There are eight classes available, making for 112 possible combinations of classes (counting combinations like "Mage/Priest" and "Priest/Mage" as you combination). Some races restrictions reduce this number. Each player can "equip" one main class and something secondary class. The three classes chosen might be swapped into any combination.
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The game features Player versus Player combat as dueling and battlefields. Players may obtain their own houses, and guilds can purchase castles that grant benefits to members of the guild. Siege combat can be obtained between guilds called Siege War, which is under open beta-testing, available to all guilds.
Another feature of the game are the collectible "Monster Cards", which slain foes bid farewell to, which provide specific attribute points alongside the usual monster information. These cards act as trophies for players but additionally provide attribute bonuses. Each kind of monster includes a card providing you with bonuses to character stats, but not every monster drops them.
Players can also obtain magical pets, who accompany the ball player and may participate in combat under certain conditions concerning the pet statistics, i.e. loyalty. Pets are obtained by using traps to catch a Magic Cavy that are sometimes dropped after defeating an opponent monster. After catching the Magic Cavy, the player will be randomly given a dog Egg, that the player can summon a pet to assist in the player's adventures.
Through the use of real-money transactions, a person has the capacity to exchange cash for in-game currency referred to as Diamonds. Players are able to buy in-game items using Diamonds through the Cash Shop interface in the game client. Buying components of the money Shop using Diamonds also awards Rubies, which could also be employed to buy components of the Cash Shop.
A new marriage system feature was added in early July, 2010. The wedding system is relationship system which allows two players to commit right into a partnership. Depending on the relationship, players will then be rewarded with special in-game bonuses. Special Items have been added too for example Love and Friendship letters.
There are a total of 8 different character classes obtainable in Runes of Magic. These are: Warrior, Scout, Rogue, Mage, Priest, Knight, Druid and Warden. The character race you decide to play will determine which 8 of these classes you can get when designing your character, however the classes change based on your unique race. For example, Humans are not permitted to play like a Warden or Druid, whereas Elves cannot play like a Knight or Priest.
Each class separates two distinct set of skills: General and Primary.
General skills of the particular class can be used once the class equipped may be the Main or Secondary Class. Primary skills of a class can only be utilized when the class is equipped as the Main Class, but is not available when equipped because the Secondary Class.
Knight: Knights would be the heaviest armored class hanging around; the only one able to wear plate armor. Using their special light-based attacks and shield abilities, knights fight their enemies effectively and draw their hatred over themselves.
Warrior: Warriors are masters within the use of arms, and can handle every close combat weapon whilst being able to wear all kinds of armors, including chain mail. Driven by their battle rage they attack the enemy with special combinations of strikes and blows, and try to increase the momentum of the attacks. They are able to also channel their rage into passive abilities to bolster themselves in order to provoke opponents and also to scare them with an impressive display of their fury.
Rogue: Rogues are specialists in inflicting physical damage. In close range they will use dagger techniques, and employ ranged weapons for very long range attacks. As opposed to warriors and scouts, rogues depend on subtle methods, such as stealth attacks, poison, as well as other techniques which inflict bleeding wounds. Rogues manage to avoid most trouble because of their swiftness and agility.
Scout: Scouts are masters in long range combat, and use their abilities to create their bow and crossbow skills to perfection. In close combat they rely on evasion and delaying tactics to get into range for an additional shot or to watch for reinforcements who feel more at home in close range combat. Specially boosted long range attacks can defeat opponents in a short amount of time.
Priest: While priests can defend, restore hit points and increase stats of the companions, they likewise have the power to bring their fallen comrades back again. They are able to wield shields; and only they have a chance to make use of the element of water to manage magical damage. However, their most significant role remains calling out for godly assistance and mending wounds during battle.
Druid: As a result of close connection with nature, Druids are able to use their powers to fulfill their very own wishes. Through them one more resource has applied for Runes of Magic: Nature's Power. Through special skills, Druids build up more and more of Nature's Power and can release it in a given time to do especially powerful spells. However, it is their diversity which makes Druids stand out. They're powerful healers, who support the group's priests with rapid healing spells.
Mage: Magicians attack with fire and lightning and inflict astronomical magical damage. Some of their spells can enclose wide-ranging areas with fiery walls and whole hordes of monsters in check, although utility is eliminated endgame. Seasoned magicians have been demonstrated so that you can harness the strength of the Phoenix. With the help of their arcane knowledge, they can protect themselves as well as their companions from harm, or increase the strength from the entire party.
Warden: The Warden has the most diverse variety of weapons at his disposal and it is masterful within their use. The ability to wear chain armour also affords him the necessary protection to emerge victorious from battle. He is also able to use a collection of varied magical abilities. They serve mainly to weaken a rival and to strengthen themselves. His true strengths are played out, however, in conjunction with one of his three faithful companions whom he can command in combat. The companion is able to increase against several enemies, keeping these occupied while the Warden himself swiftly and effortlessly subjugates his target.
Each avatar have five statistics: Strength, Dexterity, Stamina, Intelligence and Wisdom. The base values are determined by the primary class. If your second class is selected, an additional 10% of the base values of the secondary class are added to the primary class statistics. The values from the statistic are based on the amount of each respective class.
In general:
Strength - Raises physical attack power
Dexterity - Raises accuracy and dodge
Stamina - Raises defense, health, and health regeneration
Intelligence - Raises magical attack power and mana
Wisdom - Raises magical defense, mana, and mana regeneration
Along with acquiring weapons, armor, and accessories for each avatar, the player could also enchant additional statistics into the equipment improving health, mana, defense, physical attack, magical attack, and other attributes. These enhancing statistics are commonly referred to as a "stat." Stats might have 1 or more attributes. For example, "Frost of Imprisonment VIII" has 2 attributes: Stamina +57 and Wisdom +57, while "Vigor I" only has 1 attribute: Strength +3. The color of the stat determines the number of attributes are improved.
Types of Stats
Green: One enhancing statistic
Yellow: Two enhancing statistics
Orange: Three enhancing statistics
As well as the color from the stat, each stat has a corresponding tier, which determines the value of the stat, so that a tier 1 stat, Strength I, increases Strength by 3, while a tier 2 stat, Strength II, increases Strength by 6.
In higher tier stats, the need for the statistic is determined by name from the stat. For instance, a stat with the word, "Imprisonment," within the name boosts the value of the specific stat by 57, whereas, the term "Temple" would denote a rise of 76. As well as the five main statistics, stats may also increase an attribute, for example defense, physical attack, magical attack, and health points directly.
As much as six differently named stats can be put into a piece of content of equipment.
In addition to stats, each equipment could also hold runes, that also increase features of the avatar. Some pieces may have rune slots when found, but to have 4, the maximum possible, the player must purchase a "Driller" to create additional slots for runes.
Source:
Runes of Magic
us.runesofmagic.com
Source:
Runes of Magic
us.runesofmagic.com
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