Runes of Magic - Classes

Classes

There are a total of 10 different character classes available in Runes of Magic. These are: Warrior, Scout, Rogue, Mage, Priest, Knight, Druid, Warden, Champion, and Warlock. With respect to the below class-restrictions, there are 66 possible class combinations. The character race you choose to play will determine which 10 of those classes you have access to when creating your character, but the classes change depending on your particular race, such that:

  • Humans cannot play as a Warden, Druid, Champion, or Warlock
  • Elves cannot play as a Knight, Priest, Champion, or Warlock
  • Dwarves cannot play as a Scout, Knight, Warden, or Druid

Each class separates two distinct set of skills: General and Primary.

General skills of a particular class can be used when the class equipped is the Main or Secondary Class. Primary skills of a class can only be used when the class is equipped as the Main Class, but is not available when equipped as the Secondary Class.

Knight: Knights are the heaviest armored class in the game; the only one able to wear plate armor. With their special light-based attacks and shield abilities, knights fight their enemies effectively and draw their hatred over themselves.

Warrior: Warriors are masters in the use of arms, and can handle every close combat weapon while also 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 aim to increase the momentum of their attacks. They can also channel their rage into passive abilities to strengthen themselves or to provoke opponents and to scare them with an impressive display of their fury.

Rogue: Rogues are specialists in inflicting physical damage. In close range they use dagger techniques, and use ranged weapons for long range attacks. In contrast to warriors and scouts, rogues rely on subtle methods, such as stealth attacks, poison, and various techniques which inflict bleeding wounds. Rogues manage to avoid most trouble thanks to their swiftness and agility.

Scout: Scouts are masters in long range combat, and use their abilities to bring their bow and crossbow skills to perfection. In close combat they depend on evasion and delaying tactics to get into range for another shot or to wait 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 are able to defend, restore hit points and increase stats of their companions, they also have the power to bring their fallen comrades back to life. They can wield shields; and only they have the ability to use the element of water to deal magical damage. However, their most important role remains calling out for godly assistance and mending wounds during battle.

Druid: Due to a close connection with nature, Druids are able to use their powers to fulfill their own wishes. Through them an additional resource has entered into Runes of Magic: Nature's Power. Through special skills, Druids build up more and more of Nature's Power and can release it at a given time to perform especially powerful spells. However, it is their diversity which makes Druids so special. They are powerful healers, who support the group's priests with rapid healing spells.

Mage: Magicians attack with fire and lightning and inflict high magical damage. Some of their spells can enclose wide-ranging areas with fiery walls and keep whole hordes of monsters in check, although utility is phased out endgame. Seasoned magicians are said to be able to harness the power of the Phoenix. With the help of their arcane knowledge, they can protect themselves and their companions from harm, or increase the strength of the entire party.

Warden: The Warden has the most diverse variety of weapons at his disposal and is masterful in their use. The ability to wear chain armour also affords him the necessary protection to emerge victorious from battle. He is also able to draw on an arsenal of varied magical abilities. They serve mainly to weaken an opponent 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 has the ability to go up against several enemies, keeping these occupied while the Warden himself swiftly and effortlessly subjugates his target.

With the addition of Chapter V: The Fires of Shadowforge, two classes was implemented restricted to the new race, Shadowforge Dwarves: Champion and Warlock.

Champion: These runic soldiers attack with brute strength and harness the mystic forge techniques of Dwarven blacksmiths. Champions are also able to transform into the Runic Shield Form for increased durability and accuracy forming an effective damage dealer as well as improved survivability.

Warlock: Arcane masters of Dark Magic specializing in curses weakening their enemies for a subsequent finishing blow. With enough accumulation of Psi during battle, the Warlock can choose one of two stances, Willpower Blade or Willpower Construct. The former for more powerful damage spells, while the latter provides support spells for the caster and party negating damage and improving attack speed and spell casting.

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