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Runes of Magic is a huge MMORPG, it is very new for guys, now we can provide ROM power leveling and ROM part time power leveling. Runes of Magic is a free massively multiplayer online roleplaying game (MMORPG) developed 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. The game client is a free download, and there is no monthly subscription fee, because the service is funded by real money transactions (RMT) in the Runes of Magic Item Shop.

Live in Taborea can be hard and unyielding. Guilds fight each other over the smallest patch of land. Every new aspiring adventurer is fresh meat for the old sharks who roam the lands. Whatever path an adventurer chooses, be it good or evil, to become a Hero or Demon, there is always a reward to be won. On Taborea PvP is "open". That means there are only a few limitations on who can be attacked and who can not.
Once a character has reached a certain experience level, he or she can become "PK" and participate in Player vs. Player ("PvP") fights. Here players can prove their skill - fighting each other individually or as part of a group or guild. Characters need to achieve lv. 15 and need to have completed the introductory PvP / PK quest in Varanas before they can enable their PK flag and actively participate in battle.
Please Note: On the PvE (Player vs. Environment) server PvP is only possible in duels and when both players have flagged themselves "PK". Also the rules below do not affect players on PvE servers. Through your PvP achievements, you character gains (or loses) reputation and can move either way to become a Hero, fighting for Good or an evil Demon.
All characters start out "good" (with 0 reputation points) and will - the more they fight - gain negative reputation. Over time aggressive players can become so infamous that city guards will attack them on sight. The character's status is reflected by the colour of their name displayed above the character.
With status come certain perks and disadvantages. Characters can gain titles and there are certain items that only they can get. Good characters can benefit from an increase in hitpoints and a lowered chance of losing items. Evil characters hit harder and can gain additional TP but they will likely lose more loot. It is easy to make enemies - but can you remember their names? Who was that Mage who cast a fireball yesterday that defeated you? And who was that Rogue whose dagger pierced through your carefully woven chain mail? When fighting fiercely people tend to make enemies. And with many people fighting, it sometimes is hard to track who you fought and who made you bite the dust. To keep an eye on the people, that last defeated your character, there is an automated list keeping track of the last 20 players who fought and defeated you - so you always know who your top targets are. Players are informed every time an enemy or the person whose target list they are on, logs in.
Six classes stand ready to face the challenges of Taborea. Brave warriors, skillful scouts, agile rogues, wise magicians, noble knights and holy clerics investigate myths and legends in the shadows of ancient rune magic. In later stages of game-play every class can learn a second class.

warrior
No warrior would ever back away from an honorable fight. They are skilled in the use of the deadliest weapons and always strive to become better and stronger. They are proficient in all close combat techniques so that they can emerge gloriously from the toughest of struggles. Every victory though has to be earned in an honorable way. Attacks from behind an opponent’s back and other unfair means are taboo. The prospect of an upcoming fight does not arouse fear in the heads of the sturdy warriors, but instills a sense of honor and the will to victory. Warriors do not care about their enemies, because they aim to surpass themselves in each battle.

Scouts
Scouts are persevering wanderers, who are sensitive to dangers in their surroundings. This allows them to close in on their enemies from a favorable position. Their cold precision with bow and arrow is the bread-and-butter of their profession. Bloody close range engagements are not meant for them. If it comes down to it, they have enough trumps up their sleeves. For defense they rely heavily on their agility to evade hostile attacks. They always prefer the silent, elegant solution to a vociferous performance. Endurance, concentration and a sharp mind are the virtues of a real hunter, who keeps his eyes on the prey and kills it.

Rogues
Rogues are one of the fastest character classes. They are almost always able to sneak up on their unprepared victims twinkle-toed. Due to their marginal physical strength they can only inflict minor damage so they combine their swift attacks with insidious poisons and become a great danger to all their adversaries. Their great arsenal of impressive tricks is looked down upon by lesser skilled fighters who think them unfair. It is not unusual for them to leave a battlefield with full pockets either– they are rogues after all.
Mage
Magicians are wise and prudent - knowledge is the only force they have faith in. For aeons they have tried to solve the mysteries of the elements, to completely understand and master their invocation. The immense concentration needed to unleash a spell, forces magicians to do without the protection offered by strong armor. For casting, distance is needed. Better still are some loyal companions in whose support a magician can trust. The hardships endured by protecting these sometimes outlandish savants is justified by the immense power they can yield.

Priest
Humanity needs gods, but their souls cannot get in touch with their deities directly. Priests use their prayers to assist all those who are in need of godly help. They work their wonders by using the power which flows through them by their gods. For example it is their belief, that with faith to Narfas, the god of spring water, they will be able to cure wounds, purge magic and call back souls into their bodies. At the same time they use the element of water to protect all those who strongly believe in him. But their faith must be true: their belief in God, for themselves and toward destiny. Only by use of this mentality can the power between the priest and his god connect and be used to bring about the wonders of prayers into the world.

Knight
Thanks to their militaristic education, knights can wield massive armor and use heavy weaponry. They master every fighting skill, though their real strength lies in their deep faith. This allows them to call out the hidden powers of the light within the souls of every human. With this faith, boisterous combat power and their iron willpower, knights build up immense walls to protect everything that is holy to them. Traditional adventurers, which hold their profession higher than their own person, are drawn toward the life of a knight due to his strict Code of Honor.

Druids
Druids take on the function of priests in Elven society. They are the custodians of the knowledge which the Elves have gathered about the forces of nature. By means of this knowledge druids have abilities which resemble those of the mage. Among female druids, those who are most complete in their knowledge of the forces of nature rise up to join the circle of possible wives of the king. Only the queen herself can be appointed as the high priestess. In order to apply their abilities, druids use the dormant powers within them and use these to build up ‘Nature’s Power’. They can then use this to increase the action of their abilities, or to add effects to them. The amount of ‘Nature’s Power’ that the druid builds up is dependent upon which ability they use. They also have to consider most exactly the sequence in which they use their abilities in order to achieve the best possible effects. In the use of their power, the druids can choose whether or not they wish to concentrate on supporting and healing their allies, or on directing the devastating force of nature at their enemy. And so in the course of their life-long education, they decide whether they wish to dedicate their powers more strongly toward healing and supportive functions, or more towards the destructive. Whereas the healing powers of the druids often achieve rapid effects, the damage that they can cause works over a longer period. As in nature the druid’s power unfolds slowly but enduringly.

Wardens
The Wardens serve as guardians of nature. In times of peace it is their responsibility to ensure that the rules are abided to which in turn preserve the forests of Taborea, the Elves’ natural habitat. Over time the wardens have learned to communicate with the plants in their surroundings and have entered into a kind of symbiosis with them. While they protect the plants and teach them how to specialise, the plants make their powers and abilities available to them. The intimate relationship with nature allows the wardens to summon nature spirits, which then accompany them on their way through the forests and protect them in combat. In the course of their lives wardens receive different companions, their appearance and abilities are dependent on the warden’s experience and competence. The wardens have a further duty upon them which is to defend the Elven folk from any danger which may threaten them. For this reason every warden passes through an excellent schooling in the use of various close combat weapons. In addition, wardens also have powers which strengthen both them and their comrades-in-arms and form a useful support in combined battles. It is not uncommon that the tide of combat has been turned to the Elves’ advantage by the wardens and when in large numbers, there’s been barely an enemy which has not been put to flight as a consequence of the combat skill of the wardens and the natural force of their companions.

The combat system relies equally on the advancement of fighting skills and good equipment. The quality of weapons and armor has an impact on attack as well as defense, but the proper use of the characters skill set is equally important.
For normal attacks it is important to master the weapon skills like two handed swords, bows or staffs, because they are directly responsible for the accuracy with that weapon. You will have difficulties with a weapon you are not accustomed to.
While you are inflicting primarily physical damage to your enemies when using a weapon, spells of mages and priests deal magical damage. This is due to the mage having control over the elements fire and wind, while the priest can call upon Narfas, the god of spring water, who gives his followers control over the element water.
The core of the combat system consists of the many different attacking skills, which give each character class its own distinctive strength. Combat is not only about beating down the opponent's vitality with brute force, expert adventurers use special effects to win a fight. Roots or chains of light can tactically be used to buy time or to retreat from a hopeless fight. Bleeding wounds are not only painful, but can become a dangerous problem and there are sinister professions specializing in blinding, stunning and poisoning enemies.
A lot of fighting skills depend on another and demand constant attention and fast reaction. Warriors can use opening attacks to position their enemies in a way, where special follow up attacks are possible. However you need to realize which attacking possibility has opened up quickly. Knights can place Glowing Seals that can release certain effects depending on which skills are followed up with and mages can protect themselves by Electrostatic Charges first, before they hurl those charges as an attack spell against their enemies.
These Masters of elements should also watch out for any resistance an enemy may have against the base element of their magic. A spotted weakness here can be utilized to turn a fight around very quickly.
It is important in any case to keep an eye on the interaction of the elements. Every attack is assigned to a hidden element and certain sequences of elements have magical effects. They are quite inconspicuous for short combinations, but the longer the sequence is the more spectacular they become. The mixture of elements on the target is essential and groups of adventurers can work together tactically to generate extra damage and special effects ranging from fear to fields of flames. But first they have to find out which combinations have an effect at all.

The combination of these mysterious characters, which were created by the god Ayvenas, manifested the world Taborea.
All powers that are at the disposal of its inhabitants are directly or indirectly linked to the runes. In other words: someone who trains for years with steadfast conviction and ironclad will to internalize their use will gain immense powers. But the knowledge necessary for complete world domination is almost infinite.
Each of the ancient relics harbors unique powers, which can be combined into even mightier effects.
By forming sentences, paragraphs and whole chapters out of runic letters a person can obtain the ability to either create life or the absolute void.
Thanks to the ancient kingdom‘s deep understanding of the rune‘s enormous powers, they were able to control and to use them for their own purposes. But as the magnificent walls started to crumble and the realms were facing destruction, the pure knowledge about the runes was almost completely lost.
Nowadays humans only have a scant understanding if at all, but tiny progress already yielded varied magical systems. By loudly evoking certain rune combination a magician for example is able to influence the elements and use them for his inner motifs like destruction or creation.
On the outside rune stones look like normal rocks, engraved with a single symbol. Countless numbers of these objects exist, all of them originating from the indivisible basic element of a single rune.
A rune stone is the crystallized manifestation of the corresponding rune symbolizing its essence. After incorporating them into an object, they can grant special attributes and great might.
But their utilization resembles fire: although humans can learn how to apply it, they can not turn it into water. In other words: If the evoked powers of a rune stone are accompanied by undesired side effects, you better brace yourself to live with them.
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Thank you for you to choosing us as your assistant in Runes of Magic. Players create a character from one of six character classes, such as warrior or priest, and explore the fantasy world of Taborea while undertaking quests and fighting enemies. Characters can create items by practicing their crafting skills, avoiding combat altogether if the player wishes to play non-violently. Upon reaching character level 10 players are able to choose a secondary character class to increase their avatar's abilities. Core abilities from the secondary class are usable when the player remains in their primary class and vice versa, for instance a warrior with a mage secondary class is able to cast attack magic while still equipped with warriors' more effective armor. Runes of Magic currently feature more than 1000 quests for players to attempt. Players may swap between classes by speaking with the housekeeper which lives in their accommodation; each player has their own private dwelling. Each character's home functions as a meeting place where other players can be invited. Additionally it serves as a visual demonstration of their progress within the game since it increases in size as character levels are gained.