The Rune-keeper
Brian “Zombie Columbus” Aloisio
The Minstrel sings words of Power and the Lore-master finds Power from ancient secrets, but there are more paths than these. Middle-earth is a land where language has Power, and such words are comprised of rune-letters. Put them together in the right order and the world can be changed in subtle and sometimes grand ways. There are some who greatly specialize in such linguistic arts: they are known as Rune-keepers. Their kind had a hand in curiosities like moon-letters, and marvels like the west gate to Moria. In these troubled times, even these normally secluded linguists have stepped up to fight against the Enemy.
Class Summary
Role: Healer or Damage Dealer (DPS)
Equipment: Light armour, Rune-stone
Races: Elves, Dwarves
Skill Level: Advanced
The Rune-keeper joins the Free Peoples of Middle-earth, adding his unique skills to the fight against the Enemy. Scribing words of Power upon special Rune-stones, the Rune-keeper can harm foes or assist allies. Cirth-based writing, favored by the Dwarves, are associated with influencing the elements of Middle-earth, allowing the Rune-keeper to battle foes. Elvish tengwar Runes and words are commonly used more for inspiring allies, keeping them healed and in the action. Rune-keepers even dabble in foretelling, allowing them to change what will happen next in a fight. Through these skills, they can perform such feats as foreseeing that a blade will not Wound an ally, or that a foe will fall to fire.
Is this Magic?
A question I know some of you will be asking is "Does the Rune-keeper use magic?" The answer is a little yes, and a little no. In Tolkien's world, and in our world, ‘magic' is a term for explaining things that are not well understood. A perfect example of this is when Sam was offered to look in Galadriel's Mirror:
'And you? ' she said, turning to Sam. 'For this is what your folk would call magic. I believe; though I do not understand clearly what they mean; and they seem also to use the same word of the deceits of the Enemy. But this, if you will, is the magic of Galadriel.'
Rune-keepers utilize the Power of writing and of words to change small bits of the world. There are some who would call this magic, while others would call this the natural way of things.
It is worth mentioning that of the races of Middle-earth, only Elves and Dwarves have such innate Power. No Man or hobbit scribe could harness the power of runes in these ways; such talents are not part of their nature. Yet to an Elf, such things can be as natural as breathing.
Tools of the Trade
A linguist by trade, the Rune-keeper does not train with any conventional weaponry, or even armour. Instead, he wields Rune-stones. These he covers with the writings he uses to work his trade. These stones are tied to the elements whence they came (for instance, volcanic rock tends to have a fiery touch to it) and modify some of the Rune-keeper's skills. Rune-keepers also utilize rune-satchels for holding their supplies. These supplies include various writing implements, scrolls of powerful words, and extra Rune-stones. All of these help the Rune-keeper focus his abilities.
Class Design
Game design boils down to a sequence of choices. Some choices are made for you, either by fundamentals of the game or by other people, and some you get to make yourself. Each choice influences the options available at the next choice, until the design has been finished. I was given the task of designing one of the new LOTRO classes with these few choices already made:
1. The new class is called "Rune-keeper"
For the class name, we wanted something that evoked more of the mystical side of Middle-earth. Using Rune-letters to make words of Power fit nicely with other classes who use such words, but with different ways of presenting them. The Rune-keeper would be a mystic linguist, capable of writing and presenting words of Power on Rune-stones.
2. Rune-keepers are capable primary healers
Adding an additional primary healer would allow fellowships a variant on the Minstrel, and allow players who enjoy healing roles to try out a different style of play.
3. Address the desire for a "glass-cannon" class
Many MMO's have a class with high offensive power, but lacking in defence; a "glass-cannon." LOTRO did not ship with such a class; the Hunter wore medium armour and neither the Lore-master nor the Minstrel were offensive powerhouses.
With all that, we are left with a class capable of acting as both a primary damage-dealer and a primary healer. This is a very strong combination of class roles, so caution was required. It's very easy to make such a class too powerful; quick and easy access to high-end heals and damage skills is very potent. On the other hand, overly segregating the two roles can become frustrating. If changing between them required a trip back to town for a full trait respec and gear change, why even make it a single class? The solution we came up with is the Attunement system.
Attunement
The Attunement system is our solution for the Rune-keeper's hybrid nature. Attunement is a spectrum, with nine steps of Healing (Nestad) Attunement on one side, and nine steps of Battle (Dagor) Attunement on the other. Over the course of a battle, the Rune-keeper will shift his position on this spectrum by the skills he uses. The closer he gets to one side, the less he is attuned with the other.
When a battle starts, a Rune-keeper will typically be in the Steady (Thalas) Attunement state. This is a position of readiness that allows a few minor healing or damaging skills to be used (though all utility skills are available). The grey rune in the middle of the Attunement meter that looks like a "b" is the first rune-letter of Thalas in Tengwar.
If a Rune-keeper uses skills that damage foes, Attunement will shift towards the Battle side of the scale. As that end of the scale is approached, new damaging skills will unlock and some damaging skills will deal additional damage, but healing skills will be blocked. Here, the symbol that looks like an "f" is the first rune-letter of Dagor in Cirth script (which all Battle-attuned skills use.)
Likewise, if a Rune-keeper starts using healing skills, then Attunement will shift towards the Healing side of the scale. As that end is approached, new healing skills will unlock and some healing skills will restore additional morale, but other damaging skills will be blocked. Lastly, the green symbol here that looks like an "m" is the first rune-letter of Nestad in Tengwar script (which all Healing attuned skills use.)
Looking over the skills a Rune-keeper has will help illustrate this. Here are some example skills:
Scribe's Spark is a basic Rune-keeper Battle skill. It deals lightning damage to a target, and its damage increases by 4% for every step of Battle Attunement. Using it shifts Attunement one step towards Battle.
Prelude to Hope is a basic healing skill that shifts one step towards Healing. It receives a bonus to its healing amount based on Healing Attunement.
If a Rune-keeper alternates between these two skills, his Attunement will end up staying at the Steady midpoint. However, if Scribe's Spark is used 9 times in a row, full Battle Attunement will be achieved. This will unlock a number of Battle-aligned skills, and increase the damage of Scribe's Spark by a total of 36%!
Finally, there are various utility skills not associated with Healing or Battle. These skills are Steady skills that always pull Attunement toward the middle. Their advantage is that they have no Attunement prerequisites.
The system may be a little confusing to read about, but while in game the link between skills and Attunement is fairly easy to see. The net effect of this system is that the Rune-keeper can shift from damage to healing focus and back again during a fight, but it takes time. Don't expect a quick spot-heal from a damage-dealing Rune-keeper!
Gameplay
So far, we've gone over the lore aspects of the class, the higher-level design, and the Attunement system. All that's left to share is a bit about the Rune-keeper's skill families and how they work.
First, the Damaging skill families. All skills here shift Attunement towards Battle, and some require a high Battle Attunement to be used.
Fury of the Storm - These lightning damage skills are mostly quick instants that can be used while moving. They have unpredictable effects, like the storms they are derived from.
Wrath of Flame - Fire damage-over-time is the style of this family. Most skills have longer casting times. Maintenance is required to keep the Flames burning hot, but very efficient damage can be generated.
Chill of Winter - These chilling skills deal frost damage in smaller amounts than the other two families. However, many skills hit multiple targets or debuff the Rune-keeper's foes.
Next are the healing skills. There is only one skill family, but it is rather large. All the skills here require Healing Attunement.
Words of Grace - One of our goals for the Rune-keepers has been to make sure his healing skills work differently than the Minstrels. Rune-keeper healing is mostly done through heal-over-time (HOT) effects. Maintenance on a single target is rewarded with a number of different, smaller heals affecting the target at the same time. Group maintenance is also done through HOTs. This leads the Rune-keeper to be wonderful at maintaining high morale, but he cannot quickly react to new threats like the Minstrel can (though, he does have a few tricks to help him out).
Finally, there are the utility skills. All of the skills in these two families shift the Rune-keeper towards the Steady Attunement, which is the middle of the scale. This makes these skills interesting strategic choices, since access to higher Attunement skills can be temporarily removed by using them
Visions and Foretellings - The small amount of prophecy the Rune-keeper is capable of lies here. His talents generally allow him to predict an event, and then see that it comes true. For instance, he can see that a foe will meet their end in flames. This will cause later fire attacks against that foe a chance to see that end come about!
The Middle Path - This family contains all the tricks of the Rune-keepers trade. Neither damaging nor healing, these skills help keep the Rune-keeper running smoothly. There are some tricks to escaping from enemies or temporarily disabling them. Other skills help keep enemies from getting upset with you in the first place.
And so:
I hope you enjoyed getting a glimpse of what went into creating the Rune-keeper. Adding a new class into the mix we already have has been challenging and rewarding. I hope that everyone who tries the class out finds something they enjoy in it!
With the Rune-Keeper, going full damage spec, replace the hunter as the single target DPS class? The question also goes the other way as well; will the minstrel still be the best healer. Would having 2 Runekeepers end up a better choice then a hunter and minstrel. Also, what of the Area of effect abilities? Are these potent, as the champion?
For me, this new class seems difficult to picture. I like the concept of a class that can heal or dps at various levels and potency, as per traited. With such a delicate balance, this class can range from a perfect addition, to an overpowering class. I look forward to this new aspect of play, and seeing the answers to my questions unfold.
I don't post much but had to on this one. I can't wait to try The Rune-Keeper!!!
I haven't played a Dwarf character yet. I may give it a shot as a Runekeeper.
Yea it will be really interesting to see how the RK works out, the mecanic sounds really run and I hope that the class delivers! It will be really hard for Turbine to balance theese 2 new classes and make them fit with the old ones...
But anyway: Mines of Moria seems more and more ike the perfect expansion, keep up the good work Turbine
The forums at LOTRO are awash with controversy and angst (much of it pretty ludicrous, in my opinion) about how the Rune-Keeper class somehow "breaks the lore".
I say, lighten up, people. This is just a game based on novels upon which it is reasonably well based. Cut the developers some slack. People just need to chill about this issue, imo. The RK sounds like a fun class to play.
My biggest concern with this class is with its dual role. As others have mentioned, will it be a more useful class than either the hunter or the minstrel? Will groups now be saying in the LFF channel, "5/6 for quest. Need RK -- NOT a mini"? I sure hope not.
As with any hybrid class, I would hope the RK can only be a "fairly good" healer or a "fairly good" source of dps. What you give up in power you gain in flexibility. The class should function like, say, a pally or druid or shaman in WoW. In other words, it should NOT be as good at healing as a minstrel, and it should NOT dish out more dps than a hunter. If it does, I think the introduction of this class could really mess this game up.
I don't want to feel like my hunter and minstrel are now "outclassed" and upstaged, as it were, by the RK. Other than that concern, I say, bring it on, Turbine! :)
Your questions, are Options, somthing MMO's have been lacking. Options are good.
I'm afraid I'd be one of those players who feel that it doesn't fit.
Because of games that have gone before that include everything but the kitchen sink, it seems difficult for players to imagine why it should be a problem.
But it just doesn't fit. I'll have to join those discussions as I was dissapointed in this addtion as well but felt conflicted as I was feeling inclined to try the class.
Still doesn't fit ; )
oh I didn't know there was healing in LOTRO.... lol
Wait - I go get my flute !!
And ... I dont remember Tolkien talking about runekeeper....
Lore ?
What lore ?
LOTRO is build on crappy system that is said to be following the lore. Then the devs break it when ever they see fit.
Seriously - I tried to like LOTRO but the moral system and the music playing just made me threw up. Will that change with runekeeper ? Nope.
I like many others that love the LOTR story will have to keep playing battle of middle earth to enjoy what a MMO about LTRO could have been. And you know what.... There is MAGIC in it. And HEALING !!
Now pick up ur flutes so I can keep ROFLING.
No Man or hobbit scribe could harness the power of runes in these ways; such talents are not part of their nature.
Yet another example of Turbine butchering Tolkien's lore. Just like when they originally said there were no magic users in Middle Earth other than the Istari.
Little quote from Gandalf:
I once knew every spell in all the tongues of Elves… Men… and Orcs.
The Witch-King of Angmar - he wasn't an elf or a dwarf. And there are more examples.
I think it's fair enough that they're going to restrict the class to elves and dwarves - but they could do so without breaking lore. At the time the mmo is set in, the races of Middle Earth have withdrawn from each other a bit. So it'd be conceivable that the bulk of such lore has simply passed from memory amongst humans.
It's like they hired a cave troll to do their research...
Two things.
1. I am looking forward to trying out the Rune-keeper. This is a very unique class that has a mechanic never before seen in an MMO game (that I recall). It will be very interesting to see how it plays out.
2. It's not Turbine's fault that a class like the RK is going to be in the game, honestly, it is Tolkien Enterprises fault for letting the company butcher the lore and the world of Middle-Earth.
Edit: LOTRO has been beyond hope for staying loyal to the lore since beta, in my opinion. There are all kinds of things in the game that do not fit in the world of LOTR.
Magical leaves following behind Hunters.
Summoning someone to your side using an acorn.
Summoning Ents to smash monsters.
Turning invisible.
Etc.
So I have learned to view the game as just a game set in Middle-Earth, not a virtual LOTR world.
If nothing has changed to this point, nothing is going to change in the future, no point in complaining about it.
That is exactly what I was thinking, will this ruin the mini class.
Well, they work for cheap.
Minstrels are also Conjuction skill users, so they will always be a vital part of a group regardless if there is new heal class or not. Minstrels also learn the different group conjunctions and can set them up for a group so they all know what color to use.
If you have not been in a situation where it is crucial to hit the conj, then you have not ventured into any of the more harder areas where one one miss could mean a group wipe. Death pentalty is not high , no, but nothing is worse then lieing dead after a wipe.
Great article , and I love how it is almost impossible to talk about LotRO with out adding some role play in it lol .
Hey that comment on trolls was demeaning....I mean they have feelings too you know.
I am excited about the RK and will roll one right away (and lvl my 2 lvl 50's to 60)....who needs sleep anyway?
Men now do not have this power...the Númenóreans did back then, but those men are no longer around. When Gandalf is speaking of Men...he is talking about the Númenóreans.
There is no healing in LotRO, it is morale. You boost the player's morale to continue to fight, it's clever and defiantly saves face to what you call lore breaking.
I'd have to say from my experiences through-out the launch and onward they have followed the lore quite well. They do care about not butchering his work, unlike what you could say SOE did to SWG's lore.
I'm looking forward to both the new classes and will be playing the RK first. This article was informative for those that didn't already dig for information on these two classes and the expansion. Otherwise it was old news just clarified.
Hmm this is not correct... Minstrels dont have any conjucntion starters and any group leader can set up which conjucntion to do, its not tied to class!
And people, if you are going to comment on the lore, maybe you should do some reading first (LotrO is based on the BOOKS not the MOVIES btw)... clearly the Runekeeper is a HUGE lore stretch but IMO it fits with the current game Turbine have made and with the existing classes! Looking forward to trying one :)
There is magic in the books of Lord of the Rings. Gandalf speaks of learning it. There is also keepers of the ancient languages, much as rune-keepers are. The language held a power, such as they feared the dark language. There are many things in the books that was barely touched, that gives the Rune-Keepers justification, though the way they have done it is very thin; very stretched.
One of the things I have appreciated in LOTRO is the way things are generally "toned down".
For example, the armors in LOTRO are not, for the most part, gaudy and ridiculous (as I think they are in WoW, frankly).
Seeing lvl 70 players in WoW running about in their ludicrous purples, festooned with giant burning skulls and glowing shoulder pads and huge razor-like protrusions every which way, always just makes me laugh. Who could actually fight in a Halloween costume like that?
In LOTRO, things look a bit more down to (Middle) Earth. Some skill animations are meant to serve as visual cues (both to yourself and other players) of what skills are being played, but these are more "hints to players" than garish displays of "magic" -- such as the ghost swords that appear when minstrels play a certain song evoking the past. But nothing -- at least thus far -- seems too "flashy" in my opinion, except perhaps the conjunctions, but perhaps those need to be flashy since they are a special event.
With the Rune-Keeper, I do hope that the animations are modest and simple, and that, as I mentioned before, this class does NOT nullify or weaken, comparatively speaking, other classes in the game. From what I have seen thus far, I'm concerned that the RK class, while interesting, may be overpowered. I am particularly concerned that my minstrel, who can also "go healing" or "go dps" (War Speech) will be but a poor runner-up to the RK. It'll be interesting to see how this class plays out.
I agree with you.
It's not a high fantasy mess. Not to say that that can't be fun. But there seems (seemed?) to be more integrity to the game, more subtle game design.
If you think about it, neither Gandalf or The Witch-King are Men that we know in Middle-Earth today.
I am amused at the lore whiners. It is a game for heavens sake, enjoy it for what it is and stop your whining. If this ruins your connection to the game then don't play, I am sure you are a very small minority.
Why, does it threaten you that people enjoy the idea of integrity to the source material? Or does that type of thinking not even factor into your own life?
It's ok if it doesn't, many people don't appreciate art or music or what have you on that other level. But just know that there are people who do.
edit: nevermind, looking at your post history you seem like you are striving to be a curmudgeon.
it's sad that I have a founders account and just can't bring myself to play the game.
Need someone to play it for me, thats it! lol I just keep running into parts that they want you to kill 100s of mobs. I just can't stand to do that. But I am also a person that can't stand to skip something. So I just stopped....