Much like in Final Fantasy XI, you do not raise your secondary class as you level up your primary class. As an added bonus, most of the combinations seem pretty viable as well, which is something I did not expect. This leads to a wide variety of options available, and the different secondary class options actually seem to make a pretty fair impact on how your character plays. If you need a Mage that can take a few hits, try a Mage/Warrior or Mage/Knight. If you want a warrior that can heal a bit, you can become a Warrior/Priest. You will then be able to use a limited, though decently extensive, amount of the secondary class's powers, along with special Elite powers that are only open to specific combinations of classes. Once you reach level 10, you can pick up any of the other classes in the game as a Secondary Class. If you've ever played Final Fantasy XI, this system will be somewhat familiar to you although Runes has a number of differences. The class choices are pretty straight forward, but this is actually one of the areas that Runewalker threw in an extra, very welcome feature: dual classing. The classes are all rather straight forward: Warriors hit things with pointy objects and cause large amounts of damage, Rogues stab and poison things for more damage, Scouts use bows and arrows to attack at range, Mages use magic to deal damage at range, Priests heal and buff party members, and Knights make great tanks. Runes provides you with the choice of one race - a number that will likely increase as the game continues on, and more content becomes available on North American and European servers - and six classes. That's hard to argue with.īefore you begin playing you must, shockingly, create a character. Yet, the game does do a few interesting things to it and it does come at the low, low price of $0 a month. Honestly, even the UI looks like it was ripped right out of World of WarCraft or Warhammer Online. Everything from the classes, the world, the story, the quests, the combat. In fact, I would say that Runes of Magic is an excellent example of a formulaic, generic MMORPG. While Runes was developed by Taiwanese company Runewalker Entertainment - it was localized for the West by the German company Frogster - it shares a surprising amount in common with Western MMOs. It is far from being a perfect game, but many gamers out there may find that Runes of Magic has enough to it to hold their interest. Runes of Magic has shown me why: because there's always the exception to the rule, and hopefully one that will be a trend-setter. I've played a number of these types of games in the past, and every time I do, I question why I haven't learned my lesson yet. They tend to have less content, fairly simplistic gameplay, and are often little more than mindless-grind fests. I hope all my gaming friends are alive and well and having fun in their real and virtual worlds, wherever they may be.Free-to-play games have a certain stigma attached to them by most people, at least in the West. But then again, I have yet to visit the Coast of Opportunity. I'm hesitant to think that I'll have anything scintillating to say about a game I've played for so long. I'm pondering it with furrowed brow as I type this. So I can't promise that I'll be blogging about my new adventures or not. It's been fun to chat with people from other countries. World chat is predominantly English, but there is a lot of German and Russian too, and a smattering of other languages I can't figure out. Recruiting is going to be interesting as the server is very multicultural.
We're rebuilding our guild, Knights of Good, but we're only at level 3. I can't keep the smile off my face! Heka are I are in voice chat going, "Ooooh, I remember this!!" It's like going back to your home town or a vacation spot that you loved. (How many alts did I have? LOL) But it feels so cool to go back to my "old haunts" and see them again. The quests are boring, cuz I've done them soooooo many times. My adventures so far have been equally thrilling and dull.