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Runes of Magic – The Mage: A Beginner’s Guide - Page 2

Updated Thu, Dec 10, 2009 by Dalmarus


Once you finish the tutorial, you’re placed in a starting village and immediately sent out on a number of different quests. The majority of these consist of kill tasks and speaking with various village residents. The kill quests are typical MMOG fare but they serve their purpose in getting you familiar with your particular brand of combat, so I don’t think this is necessarily a bad thing.

Being sent to speak with the local village residents is another long used staple in the MMOG bag of tricks to show you where to go in order to learn how to craft, buy weapons, and get a general feel of the land. It may be one of the oldest tricks in the book, but that doesn’t make it any less effective.

Time to Blow Things Up


As a Mage, you’ll discover that not only will this become your new favorite pastime, but that you’re also insanely good at it. This is especially true during the first ten levels of the game. You’ll discover you have the ability to one-shot monsters just below your level range very quickly. Because of this, the numerous kill tasks everyone wants to assign you are a complete breeze to accomplish very quickly.

So after you’ve run around your starting village and met everyone, it’s time to grab all the kill quests you can find (there are repeatable ones on “the board” you’ll find) and head out into the wilderness.

For your first seven levels or so, you’ll be killing wandering mushrooms, wolves, bears, goblins, and cave crabs. You may not have a lot of spells to do this with, but the ones you do have are very effective.

Flame and Plasma Arrow will be the two you use the most often. Flame shoots a ball of flame that does massive amounts of damage and is often able to down an opponent with one shot. Plasma Arrow does less damage and grants a brief buff that increases the critical chance of your spells and magical attacks.

If you find yourself in trouble and have the mana to spare (it uses a lot), be sure to cast Electrostatic Charge. This will grant you a damage-absorption shield that can be a real life saver.

As you continue to level 10, you’ll gain even more spells, some of which are secondary skills. This means that your secondary class can use these abilities as well. Before you know it, you’ll be calling down bolts of lightning, shocking any enemies dumb enough to close on you with a burst of electricity, and hurling exploding fireballs at everything you see. This is all before choosing a secondary class, potentially boosting your power even more.

You may be stuck wearing nothing but the tissue paper that your local merchant insists on calling armor, but you more than make up for it with the sheer ability to unleash death and destruction.


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