Switching via your house maiden is a bit tricky: First select your new primary class in the upper hand of the popup window, then select the secondary one. The skill window is already made up of three tabs: Normal, and Class-specific. The Tab is the important one here. Some more restrictions are in place however: Knights get a shield bash skill, but a primary mage will never be able to use it as mages cannot wear shields. Skills draw on different sources of power, mana for mages for example.
This is both a boon and a curse, as the idea of having two independent power pools surely looks nice. Knights for example get a passive skill enhancing their armor value by a few percentages. Enhancing this very low armor value by a few percent does you no good at all….
On the other hand, mages get decent Dexterity to avoid hits — well, sometimes. If you want to build on that Dexterity you might want to choose a rogue or scout as a second class, building on that advantage. Vampiric Transformation Transforms the blood drawn by your Vampire Arrows into heals for your own group members.
Target Neck Extends the range of your Neck Strike, but requires long range weapons. Drums of War Each time you hit your target with a Shot, it may raise the physical and magic critical hit rate of party members near you.
Entling Offering Each time your Shot hits a target, the target may also suffer earth damage for seconds. There is a chance of reducing the casting time of Snipe to 1 second, the next time you cast it. Charged Power Your Charged Chop becomes a ranged attack, but cooldown is raised by 4 seconds.
Hide Scent While merged with your surrounding, all enemies will lose interest in you allowing you to leave combat for 6 seconds and erasing all aggro. When you hit the target, it has a chance to stun your target for 3 seconds or cause the target to suffer 8… poison damage every 2 seconds for 6 seconds.
These two effects will not be in effect at the same time. Elven Eye Temporarily increases critical physical hit rate by 10… points for 60 seconds. Blocking Stance Increases your chance to parry by 10… for 20… seconds.
Shield Bash Immediately strike at the target with your shield causing 50… plus 0. Must have a shield equipped. Concentrated Precision Increases accuracy by 2… Resist In a Blocking Stance, you will receive less physical damage, and there is a chance that your rage will increase.
This effect can only be triggered once every 10 seconds. Stun Shot Causes your target to be Stunned for 4 seconds. Has a chance of gaining additional 5…30 points of rage. Calm When Skull Breaker fails you have the opportunity to enter a state of calm in order to increase accuracy by Buff points. Waiting Game When you use Aim for the Wound and hit the target with a Moon Cleave it may raise your physical attack power.
The interrupted spell will enter a cooldown phase. If the interrupted spell has no cooldown, all spells will enter a cooldown time of 3 seconds. Disappears after four attacks or 30 seconds. If the target has been inflicted with Fear, Slash and Probing Attack will cause additional damage. Does not lower critical damage received. Thunder Sword Fires 4 sword shaped thunder bolts at the target inflicting 70… points of Wind damage. Electric Attack For seconds, your normal attacks additionally cause … Wind damage.
Lava Weapon Adds 70… Fire damage to your normal attacks for seconds. Damage range is quite big. Power Control Causes your Electric Attack to also increase your physical accuracy and your Lava Weapon to raise your physical critical hit rate. Wind Bastion Once you have successfully taunted a target, a defensive wind will protect you, lowering the physical damage inflicted upon you.
Blood Dance Attack the enemy with full strength and spill his blood! Causes … Frenzied Attack For 10 seconds you go into a Frenzy. During this time, your critical hit rate for all kinds of attacka is increased by … Frenzied Heart When you enter Frenzied Attack state, your physical critical damage is increased.
Exhaustion Lowers the rage required by your Whirlwind by 20 points, and shortens cooldown by 10 seconds. This effect can only be used on player. Mental Bestiary Understand the structure of organisms, increasing the damage of your slash attacks on vulnerable beasts and humanoid monsters. Savage Whirlwind Harness primal natural forces to launch an attack. This effect can only be triggered once every 40 seconds. Awakening of the Wild Prevents Root and Slow effects, and also increases critical hit rate by 50… for 10 seconds.
Raises physical critical resistance by 8…96 for 10…60 seconds. Redemption If your Probing Attack fails physical and magical accuracy for all team members in a range of will be increased by 5…35 for 15 seconds. Remove Magic Cleanses harmful magical effects from your target.
Upon hitting the target it can increase your own maximum HP. Submission Next time you summon pet, it will only take 1 second. Inflicts 30… points of damage on the target. Right-click to initiate automatic attack.
Secret Agreement Permanently increases your melee weapon damage by 5… Oak Blessing Enhances Heart of the Oak health effect and restores health every 5 seconds. Ire Forces the target to turn towards the pet for 5 seconds. Additionally your normal attacks have a chance to make your target unable to use skills for 4 seconds.
But you cannot summon a Spirit of the Oak for the next 40 seconds. Pulse Mastery Master the savage forces inside of you. Savage Power will increase your physical attack power even more. Resonance of Life Sacrifices your Spirit of the Oak to pour its vigor into your body. You recover 30 HP. Thorn Upgrade Increases damage done by thorny vines and restores your mana when the effect ends.
Gravel Attack Inflicts 90… Each successful hit may also inflict 15… points of additional earth damage every 2 seconds for 6 seconds. Effect consumes 5… MP. Quick Reflexes Increases pet physical critical resistance by 5…80 points and dodge rate by 5…80 points. Earth Spirit Essence Cloaks your weapon in the power of earth.
Normal attacks inflict … points of earth damage for seconds. This effect can only be triggered once every 15 seconds. Connection Your Elven Prayer can bestow an additional spell onto your pet temporarily increasing physical and magical damage.
Causes party members within a range of to recover 15… HP every 2 seconds, for 12 seconds. Shield of Light Requires 3 power of nature points, bathing 3 friendly targets within a range of 60 in a shield of light that can absorb 50… points of damage for 60 seconds. Effect cannot be used in conjunction with Wave Armor. Inspiration When your Fireball hits there is a chance that you will be Inspired, reducing the casting time of your next spell to less than 1 second.
Plus, when you are physically attacked, a protective shield will appear that absorbs 45… damage for 8 seconds. This buff can be triggered a maximum of once every 20 seconds. Cross of Thorns Attack Requires 1 power of nature point.
Launches a rapid double attack on the target. Each successful hit may also restore 2 power of nature points to you. Heart Piercing Requires 1 power of nature point.
Concentrates the power of nature in your body to launch multiple attacks on your target. Each successful hit can produce 15 points of rage.
Restores 65… HP to you and your party members in a range of Corrosive Poison Corrodes your target, inflicting 16… points of dark damage every 2 seconds for 12 seconds.
Necrotic Wound Requires 2 power of nature points. Magic Turmoil Increases your magical critical hit rate by 5…75 for 20 seconds. Restores 20… HP every 2 seconds to 5 friendly targets in range. Lasts for 12 seconds. Group Exorcism Requires 3 power of nature points. Removes harmful effects from multiple friendly targets within a range of Recovers 30… MP every 2 seconds to party members in a range of for 10 seconds. This effect ends after you have used healings spells for 3 times. Extended Recovery Prolongs the effect of your Recover spell by 6 seconds, and may restore 1 power of nature point.
Each time healing power is halved. Runes of Magic Elite Skills Guide. Elite-skills are powerful skills which you can get when you take a secondary class. Each class combination has unique skills which can improve your characters power. Essence of Magic Raises magical attack by 10… points for seconds. Holy Light Strike Inflicts 35… points of Light damage on the target.
Cursed Fangs Puts a curse on your hidden weapons. For 12 seconds targets hit with these cursed projectiles suffer 16… points of Dark damage every 2 seconds. As long as your Fang Ritual is active, additional 20… points of damage will be done. Magical Talent Temporary increase the maximum MP by 50… points for seconds. Poison Trap Places a trap that Poisons anyone who triggers it causing Buff-Dot points of damage every 2 seconds for Buff-Time seconds.
Throwing Mastery Your Throw can now Slow the target for 5 seconds. Arrow of Vengeance Fires an arrow with high hatred that taunts your target. Simultaneously only the General skills of their secondary class are available. Moreover the character attributes of the secondary class add up to those of their primary class with 10 percent of their value. Contrary, all experience, attribute and talent points gathered from the adventures accumulate exclusively to the active primary class.
Therefore, only the skills of the primary class can be upgraded by distribution of talent points. In any case, the level of the secondary class can not surmount the level of the primary profession. To level up their secondary class, players have to register it as their primary class with any class trainer or your house maid.
Using the dual class system of Runes of Magic wisely, players can build up their characters as multi-functional all-rounders. With a scout as secondary class, characters can use bows for example. With rogues as secondary they can use projectile weapons, warriors will give you axes. Combinations like melee fighters enhanced with several range combat skills as well as clerics that fight with axes become possible.
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