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Runes of Magic – The Mage: A Beginner’s Guide

Page:12

Posted October 13th, 2009 by Dalmarus

Meet the master of the arcane.


The Mage has become a staple DPS (damage per second) component in virtually all MMOGs across the board and in this regard, Runes of Magic is no different. Through intense study and dedication, a Mage can become a true master of the arcane. Able to bend the very elements of the universe to their will, they have the potential to unleash more pure destruction than any other class.

Note: This guide was created from the perspective of the human starting area. The names of monsters and places will vary for those choosing the starting area for the Elves, but the numbers, spells, and skill for the Mage remain the same.

Crunching the Numbers


All Mages start out with the exact same statistical setup. As they level up, they’ll also gain a set amount of points in their attributes. The only way to alter your stats from those of anyone else is through the use of equipment, runes, and the 10% attribute boost you receive from your secondary class. The beginning stats and available equipment skills for a Mage are:

Starting Attributes

  • Strength: 10
  • Dexterity: 12
  • Constitution: 12
  • Intelligence: 28
  • Wisdom: 24

Starting Equipment Skills

  • Robes
  • Cloth
  • Dagger
  • Wand
  • 2H Staff

Getting Your Bearings


Runes of Magic does a nice job of getting you into the action quickly without tossing you into the deep end of the pool in the hopes you’ll learn to swim. There’s a very quick optional tutorial available when you first start. I suggest doing so for a couple of reasons. First, it gives you some nice rewards and a 48 hour 20% attribute bonus. As a quick note, the timer for this bonus continues to count down whether you’re online or not. The second reason to do the tutorial is it literally takes little more than 3 or 4 minutes to complete. In exchange for the aforementioned attribute bonus, it’s well worth it.



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