Mage

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The Mage


Contents

The 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.

Abilities and Skills

Magicians attack with fire and lightning and inflict heavy magical damage.

Some of their spells can enclose wide-ranging areas with fiery walls and keep whole hordes of monsters in check. 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.

Equipment

Mage Equipment Choices

Dual Class Options

Mage/Warrior

Mage/Warrior

Mage/Warriors trade fixed increments of rage for powerful buffs, giving them an increase in maximum MP, a buff to mana regeneration, increased chance to crit, a straight rage to mana conversion, and the ability to turn mana into rage.

Mage/Scout

Mage/Scout

The Mage/Scout combination focuses on Fire damage, giving them a Root, a buff imbuing their arrows with Fire, a Fire damage over time, a nuke dependant on the DoT, the ability to summon a Fire-based pet, and the pet's primary nuke.

Mage/Rogue

Mage/Rogue

The Mage/Rogue combination focuses on Dark magic with a vampiric theme, giving a powerful damage over time effect, a high-cooldown life-draining nuke, a powerful PVP cooldown, a self-buff increasing Dark damage done, and a skill that temporarily moves you to the bottom of the aggro table.

Mage/Priest

Mage/Priest

The Mage/Priest combination is the most utilitarian of the combinations, affording access to the desirable Essence of Magic buff, the ability to remove curses, an increase in the potential of Flame and Fireball, a change in Rising Tide's mechanics, and a self-healing effect to Holy Aura.

Mage/Knight

Mage/Knight

The Mage/Knight combination focuses on increasing and strengthening their repertoire of Light-based magics, giving them a Light nuke, a Light damage over time, a buff to the Light nuke, a buff increasing all Light damage done, and a Light-based nuke with a slowing component.

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